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Messages - kid clementina

Pages: 1 2 3 ... 8
1
Hmmm. That might actually explain it! It seems like maybe both of the iOS "release" blocks don't work so great - but it also seems that "touch is 'released'" works better/more reliably than "'release' 'self'" - which I have yet to get to work at all. 

Which sucks, since I would like to use "release self, as I need multi touch controls. 

At the end of the day, I've hacked together something that works fine in iOS, but i don't entirely understand how/why some things I've done worked, and others didn't.

I'm building a platformer with a dpad so there's a few different buttons, and they all do slightly different things in different ways. (Jump, shoot, left and right)

Jump and Shoot rely less on a release of a button, and they're the ones that seem to work more wonkily. Right now, jump once works fine, but sometimes doesn't double/air jump like it should - and for some reason my shoot button only works in iOS (which is weird)

When I press right and left, it works great in flash, but in iOS moves at like 1/4 speed - extra slowly.

I built a different, simpler behaviour that works perfectly for left and right, but for some reason, it won't let the key controls work in flash. Now that I'm looking at it, I left off a "release" block altogether, which probably explains why it works better.

It's just this (essentially):
If is touching self:
set game attribute: "control" to true
otherwise:
set game attribute "control to false
if "control" = true
simulate control press
if control = false
simulate control release

2
Having trouble working this as well - but for me it depends on the button I press - some actor buttons work, some don't.

3
Chit-Chat / Re: Getting Frustrated...
« on: May 01, 2012, 11:40:41 am »
Nothing constructive to add except that I feel the same way a lot of these days. Frustrated.

Especially since I am simultaneously porting my game over to 2.0 AND iOS (which I thought was a fairly straightforward process - turns out: not so much), and almost everything seems to work differently than I thought it did/used to :/

4
News / Re: Plans for Stencyl 2.1 - A Better Scene Designer
« on: April 27, 2012, 10:00:53 am »
Jon: Well, I'd actually be happier with just that frankly! More timely updates and releases and more stable builds on a regular basis would be number one on my wish list!

At this point I just have spent A LOT of time with Stencyl (although certainly not as much as you, haha) and I have an old married style relationship with it. I love it, but GAH SO ANNOYING SOMETIMES. Scene designer in particular. I have spent A LOT of time with the scene designer. Too much time. I look at it and see all my annoyances with it, rather than it's merits.

5
News / Re: Plans for Stencyl 2.1 - A Better Scene Designer
« on: April 27, 2012, 08:45:05 am »
I'm very excited for a better scene designer, but frankly most of those things don't excite me, other than cut and paste - and to see that it might not even be implemented is disappointing.

In general I'd just like building levels to be quicker and less tedious. 

So cut and paste for a start,
But also a way of navigating through actors by their folder (right now I have hundreds of actors, and it takes way to long to find what I need).
And importable/exportable tilemaps would be excellent. It would solve a number of time consuming issues I've come up against (like having to tediously rebuild entire levels from scratch because they're at the wrong tile size or resolution), but would also mean that we could work on tilemaps on mobile platforms and import them - there are many iPad (and other) tile mapping programs out there. Would love to be able to build my tilemaps on the subway, or just generally not have to lug the laptop everywhere when I want to work on things.
A last thing, that I'm not sure you've fixed yet is that the "screen bounds" button could use some tweaking. Perhaps the ability to set the box size manually would work better - manual settings would be nice for the grid button as well. 

Those things would help my productivity and workflow immeasurably.

6
Old Bugs (1.x/2.x) / order of events (more clarification than bug)
« on: April 26, 2012, 07:52:33 am »
I think this is more of a thing that needs clarifying somewhere than true bug per-say, but it still needs addressing.

Was cleaning up files in behaviors I'd been working on, and I moved the order (using the little ^v arrows at the top of the sidebar) of the various events. I put "created" above "always" as I thought it made more sense that way.

Then my behaviour (in this case, a custom pause screen) broke.

Now, even though it makes perfect sense in a code environment that the order of events would effect the end result, it's not documented anywhere in Stencyl, so it was pretty surprising for me - especially since, before 2.0, it never would have been an issue - the various pre-event "events" organized themselves.

Perhaps just a line or two of warning should be added to the 'pedia somewhere?

I was pretty panicked about my behaviour not working until I worked this out. Thank god it was such an easy fix.

7
Game Art / Re: Pixel Art Thread
« on: April 25, 2012, 06:00:47 pm »
It's not a controversy. I like the art. I think it's good. I think this particular criticism of it was unwarranted. So I CRITICIZED the CRITICISM. Imagine that.

You're the ones making a big deal out of this.

8
Game Art / Re: Pixel Art Thread
« on: April 25, 2012, 02:58:41 pm »
That's ridiculous. Some criticism should always be ignored if it's biassed, or if it's just plain no good (like trolling!), or unhelpful or even (like in this case) it's simply uninformed.

Otherwise you just go crazy. You simply can't make everyone happy.

Yes, criticism is important, but only when it comes from a reliable source.

Besides, I never said to ignore ALL criticism - just this particular criticism. Dude's obviously a master of pixel art. His limited colour palette and drawing style are obviously just that - stylistic choices made to flavour his art with his particular personality. They're "choices" he's made as opposed to accidents caused by artistic immaturity.

Personally, I'd like to see more flavour and personality in pixel art, not less.


9
Game Art / Re: Pixel Art Thread
« on: April 25, 2012, 02:11:05 pm »
Its very rare that you'll see three completely different people with different hair colors having the exact same skin tone, I reccomend darkening the man on the left since he appears to be rugged and might be in the sun a lot. Also, I see that the eyes are a part of your style, but all three of their eyes look some what similar as well, which makes me think that its all the same people just wearing a different mask. I've had this problem in the past as well.

I should have pointed out earlier that I'm using the color palette from NES. So changing the skin to a darker tone isn't an option. :P  But thanks for pointing it out! I'll keep it in mind in the future.

Dude, I'd ignore all of that criticism. It's mere nitpicking. It's obvious you know what you're doing. I could tell you were using a limited colour palette and that it was a stylistic choice - and I happen to to think your work is even more gorgeous because of it.

Keep on doing what you're doing!

10
Old Bugs (1.x/2.x) / Re: small but annoying bug in animation selector
« on: April 23, 2012, 07:13:00 am »
Sorry, still not working (although yeah, the simulator is now, thankfully).

11
Old Bugs (1.x/2.x) / Re: small but annoying bug in animation selector
« on: April 20, 2012, 02:02:51 pm »
It's the sidebar that seems to be specifically the issue. When I click on the folders, the cursor disappears and nothing happens - I still see "all" the actors instead of just the ones in the folder I want.

I can still select an actor, but I have to scroll through everything to find it.

It doesn't break anything, it's mostly just annoying. 

12
Old Bugs (1.x/2.x) / small but annoying bug in animation selector
« on: April 20, 2012, 09:29:09 am »
When I go to attach an additional actor in an actors behaviour menu, all my files appear on a sidebar of the popup window - but I can't select them. This is fairly annoying when you have a game with as many animations as I do, as you have to scroll through all your animations to find the one you're looking for.

13
I've noticed this as well - or something similar. I can drag animated gifs into the workspace, but only the first frame will be there - the rest of the frames will not auto-populate.

Would be nice if this could be fixed with a quick patch.

14
Old Questions (from 1.x/2.x) / Re: list item change on exiting level
« on: March 26, 2012, 11:18:25 am »
Graaaahhhh. Just wasted all morning and half the afternoon on that, and sure enough it wasn't working because I forgot I was working on an actor that is killed halfway through the level.

Oh well. It works now anyways :/

Thanks again, Cole. It's always you who answers when it turns out I'm asking a stupid question.

15
Old Questions (from 1.x/2.x) / Re: list item change on exiting level
« on: March 26, 2012, 11:03:38 am »
Just had a realization as to why this is not working: I'm trying to do this inside of a actor behavior for the collected item. Which is how I had to do it before I set the game attributes, because it was setting some of them from settings elsewhere in this specific actor.

Problem is, the actor dies when it's collected. Of course. That WOULD make everything a little screwy, since it technically no longer exits. Makes sense that it doesn't want to do things at the end of the level.

But now that I've got it setting game attributes, I should be able to move a lot of these actions into a scene behavior (like my scoring behavior might work nicely) where I shouldn't run into as many of these problems.

Ideally anyways. We'll see.

Again, one of those problems that I got so lost deep inside of that I forgot where I was to begin with.

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