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Messages - mikhog

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Chit-Chat / Re: Stencyl vs Unity 3D
« on: November 23, 2015, 10:55:49 am »
Having used Stencyl quite a bit (made one pretty ambitious game, ) and having used Unity a whole lot (my entire master thesis was done using unity, to just mention one project) I think I have a good understanding of both.

If someone comes to me and says "I want to learn to make games where should I start?" I think the answer is Stencyl regardless if they know programming or not. The thing is a programmer needs to learn entity component system architecture properly (ECS for short, that is the behaviour scripts of game objects in both stencyl and unity) and the best way to do that in my mind is in Stencyl. Stencyl forces you to use ECS in a very nice way and I can safely say that making a game in Stencyl made me a better unity developer.

Once you have mastered the basics of ECS you might be ready for Unity. Unity is getting easier and easier to use even for 2D games, just check out this presentation I guess the "end-game" for you as a developer will always be Unity or Unreal from my experiance with Stencyl. Even for my simple game there was unexplained lag for a lot of users and the data management in Stencyl (saving data and such) just got too tedious for me. I did love the visual language in Stencyl though and it would be awesome if they could make a Stencyl editor extension for unity. Sure there are visual scripting tools but I really miss the Stencyl one.  Personally I would easily pay the Stencyl price to get that extension for Unity and seeing how well Playmaker is doing I think it would make quite a bit of $$$ too *hint hint*

As someone also mentioned the amount of available assets on Unity asset store is staggering and makes life a whole lot easier for a developer so that should also be taken into account.

A final word on platforms. Unity covers lots of platforms but no longer supports flash. Also the Web GL is rubbish at the moment (export file sizes are huuuge). So if you are targeting Kongregate or such sites then Unity is not really an option since the death of the unity web player.

Ok so for some crazy reason android did not like a call to a global static function. I did some copy paste and created copies of this function in classes that needed it instead (ie custom block) and deleted the function. I have no idea why this works but it does. It only applied to Android, not to flash and I have looked for a reason (for example #if flash statements) but found none.

Abandoned Bugs / Different scores reported to Kongregate were switched
« on: August 02, 2014, 04:41:04 am »
In two different behaviours I reported scores to Kongregate. On was called "Days survived" and the other "Monsters killed". One of the players on Kongregate got his "monsters killed"-score reported as a "Days survived"-score leading to an impossible high score on the highscore board.

One of these was in a "wait x seconds"-block, maybe this could have caused a concurrency problem on the client or server end somehow.. I have now collected all my reporting to the same place so hopefully this won't happen again.

Ask a Question / Re: Mouse behaviour on mobile
« on: August 02, 2014, 02:46:11 am »
I want the functionality of the "when mouse enters self"-event to work the same on mobile as on computer
EDIT: Also the existing block "mouse is over self" would need to work

Resolved Questions / Re: Stencyl 3.0 - Game.swf does not exist
« on: August 01, 2014, 04:35:53 pm »
Ok, great!

Ask a Question / Re: Mouse behaviour on mobile
« on: August 01, 2014, 04:27:00 pm »
How do you mean?

Maybe I was unclear, if the user touches the screen I want the mouse cursor to be there until a new touch is registered...

Ask a Question / Mouse behaviour on mobile
« on: August 01, 2014, 03:33:33 pm »
I just started working on anAndroid port of my game and I wonder if i after clicking in a spot can have Stencyl behave like the mouse pointer was where I just clicked. I need this since otherwise there is no "hover" where I can draw ingame stats and stuff.

I know I can hardcode it, but, this is a pretty huge game by now and that would mean I would have to change code in a lot of places. Best would be if there was a setting for this or something. I unity this is actually the defeault behaviour when you switch platforms but I guess it could depend on how the message pump handles events under the hood...

Resolved Questions / Re: Stencyl 3.0 - Game.swf does not exist
« on: August 01, 2014, 03:22:05 pm »
I just realized that my problem came from extensions being deleted when I upgraded. Would be nice if they we're not in the IDE directory I guess.

Found this after forgetting about it and experiencing the problem again :) You need to have the name of the .swf-file in the .nmml-file

Resolved Questions / Re: Stencyl 3.0 - Game.swf does not exist
« on: August 01, 2014, 11:34:35 am »
I'm having the same all of a sudden after upgrading 3.0->3.1

dunno what the problem is...

I just found out a strange thing on Stencyl.

boolean = false
is not the same as
NOT boolean.

Dont know why, but the NOT condition has a delay on it.
I did use it on my "drawing" event.
I had the following code:

If NOT boolean
   boolean = true
   more code...

But, the "more code..." block did repeat itself around 2 or 3 times.
As soon I did change to:
If boolean = false
    boolean = true

The code went fine. No more repetition as it should be.

Did you compare what the difference becomes in code-mode?

I ended up switching to unity for this project but this is still welcome as I will surely need it again later. Thanks!

Ask a Question / Re: Need help on a fan
« on: May 09, 2014, 08:42:08 am »
While Tuo's solution will be good enough in many cases it is a physics hack and will not preserve the total momentum of a collision. If you use a physics engine you should generally never set velocity or position manually for dynamic objects as this may cause unforeseen problems when the physics engine can't control the world it is trying to simulate. Use the interface that has been implemented for the physics engine in question (in this case Box2D) instead in every case this may be possible. I suspect that the loss of momentum in a physicsbased game like your will look perfectly fine in some cases and totally screwed up in others.

Enough rambling, here's your solution: Go to the scene editor, look for the "joints"-button on the left hand side and use a hinge joint. This will allow your object to spin and maintain momentum in all collisions.

As I'm a bit of a game physics nerd I'd just like to mention that the hingejoint keeps an object in place by applying "microcollisions" and collisions in the joint. This will make sure that objects will bounce off of it correctly as per the material set for the objects in question. If you're making a physics based game I strongly recommend reading through the Box2D manual to get a feel of what's happening under the hood: The manual is based on the c++ version but all ports of Box2D works pretty much the same so it should still apply.


So I did divide 16138427$ per 11723.
It gives us 1376$ per game.
Is that the average value you guys expect to receive when using FGL?

A game can get several deals. One premium license and several sitelocks. So the average per game is probably higher. It should be noted though that the golden age of flash is probably over and the average earnings for at least flash game sponsorships probably have gone down if the forums on FGL are correct.

because stencyl open +10 process in your pc (adb.exe neko.exe etc)

Yeah I just checked and you're right, I have for example several instances of neko.exe running. It seems like they don't get shut down when I am finished debugging and I get more and more instances of them which slows my computer down until I restart stencyl.

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