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Messages - Dax85

Pages: 1 2 3 ... 7
Chit-Chat / Re: Game Copied
« on: June 06, 2014, 02:36:52 am »
So if I change the icon and the colors no problem?

Although the icon is not like just have the same style and even where the styles are free to use.

If they could not use similar styles the anime would not exist because all drawn in the same style  :P

Well that's what I explained a designer so do not know if it's true

I very interested in the topic because I want to keep doing my own versions of famous games, soon I'll make a version of Candy Crush and I would not like to continue attacking me for doing my version of Candy Crush

Blogscol, what everyone here is trying to explain you is that "my own versions of famous games" cant be an exact copy, but you need to put your ideas and your modifications to it. Yes, you can make the EXACT same game, but  should be just for yourself, to learn how to programm a game. NOT to publish it like urs and even make money out of it.
We all talks of clones, but there are perfect clones and "discendents". Take this topic: Havana took the idea of Flappy Bird and he added his own ideas. He made it online, with different skins and charts, he even made a cool script that create a new level every 5 minutes! Mate, thats cool and it's straying from original idea of Flappy Bird.

In second place, keep in mind that Flappy Bird's creatore gave up his game, said bye to all and gave liberty to copy it. The author permission is what makes it very different.
Lately in your games we see a big lack of ideas, you copy them straight, same mechanichs, same ideas, you dont add anything of yours. That is what make ppl angry: you copy their ideas  totally.
Trust me, if you take "inspiration" from a game and add many new features all these problems and discussions wouldnt exists =)

Good luck

Ask a Question / Re: Animation's Question, animation on collisions
« on: May 16, 2014, 06:54:04 am »
Try this.
Be sure to put all the walking left/right codes in an "if hit ground? is true" so it doesnt overwrite this code

Ask a Question / Re: Animation's Question, animation on collisions
« on: May 16, 2014, 06:16:52 am »
you should try use a boolean to check if it is first collision with the ground. I tell you how i would do it.
On update even i put an if statement

if yspeed>0 set boolean "falling" as true.

This way when your character is falling is recognized.

Now in the collision with tile/object ground you will put something like

If "falling" == true
   switch animation to "hit ground animation" for self
   after  0.3 seconds
   set falling = false
  .... normal code when you hit ground

sorry if its a bit confusing ;P

Ask a Question / 3D cube lags on firefox
« on: May 16, 2014, 05:48:40 am »
Hello all! it's a while ;P
I'm actually working on a Rubik's Cube simulator with stencyl; all is good but it lags incredibly when i play it on Stencyl Arcade with Firefox.

if I try it with Chrome, it works perfectly. It works even on Firefox if the swf is loaded on another website.
Can anyone help me about this hellish lag?

Ask a Question / Re: One Actor, 2 Levels
« on: March 29, 2014, 01:47:52 am »
I see, thank you.
I'm thinking to make no tile's collisions and rely completly on invisible actors that switches from solid to sensor with the level i'm on.

Ask a Question / Re: One Actor, 2 Levels
« on: March 28, 2014, 03:11:28 pm »
Terrains are just collision shapes, i cant activate-deactivate them or set different groups, they counts as tiles.. need something else.

Ask a Question / One Actor, 2 Levels
« on: March 28, 2014, 12:51:06 pm »
Hello all!
I'm working on a platform game  today and encountered a problem that i dont know how to face.
Take this pic:

There are 2 walking levels. One is front, the second one is supposed to be on the back, and the character can swap from one to another in particular places, like bridges. They arent on same Z! (X is horizontal, Y vertical).
In poor words it should be like a simulated 3d, a very good example of it in a game is Tomba for psx.
My problem is that working with tiles i cant have 2 groups of tiles so the actor collide with a group in the front and with the other group in the back. Right now if the actor hit a "back" tile it collides.
Someone knows or can think of a solution without using actors for the back level platforms?

(im sorry if its a bit confused xD)

Resolved Questions / Re: Setting draw order of actors
« on: January 26, 2014, 04:29:35 am »
you can do it with just 2 layers: A and B.

Inside each layer there is a inner visualization order based on who's created last, or moved to that layer last.

make a list of all actors, order this list by y. now move those actors in order to Layer A and right after to layer B.
this way the first one will stay back and last one in front.

Ask a Question / Re: Can not publish game. 16 MB limit exceeded
« on: January 22, 2014, 03:37:43 am »
usually the resources that takes more space are sounds. wav could be very big and sometimes is better to go on a low quality audio than a 320kb/s, or else move directly to midis

Ask a Question / Re: Recycled actors gradually diminishing frame rate
« on: January 22, 2014, 12:15:57 am »
For my experience with Stencyl, recycled actors are pretty bugged and not working good. My first advice is to use brand new actors everytime.

about bullet hell you can work out a solution with one actor drawing all  the bullets and checking the position by coords like this tutorial:

The easiest way i can think about it is to swap the player animation to a sensor one. Monsters stay the same and you change only one actor instead of many.
About the collisions with walls and similar i think you should put special conditions that stops the player even when is a sensor.

Ask a Question / Re: Why isn't my actor dying?
« on: January 20, 2014, 04:42:18 pm »
Are you sure the bullets actors are in the "bullets" group?

Resolved Questions / Re: Objects appearing on the wrong layer [Solved]
« on: January 20, 2014, 04:56:55 am »
good ^^ happy to have been useful ;P
good making =)

Resolved Questions / Re: Objects appearing on the wrong layer
« on: January 20, 2014, 02:33:25 am »
Since it works well after first time, i suppose what's wrong is the recycled weapon actor. Can you try simply kill it and create it again?
When you create weapon actor again try to put "middle" instead of front" too.

EDIT: i found this thread with same problem:
Seems all stays in recicled actors.

Resolved Questions / Re: Objects appearing on the wrong layer
« on: January 19, 2014, 04:03:19 pm »
long is not a problem ;P
if you want just zoom out the parts about sword, should be enough =)

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