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Messages - GwefTech

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Thanks, that get width for text block has been a savior!

after centering the actor,  I then used the get width for text block like so:

draw text VAR at x: [negate[[get width for VAR using current font] / 2]] y:0

this centers perfectly now, 


Ask a Question / Center Labels or Draw Text to center of screen width.
« on: January 31, 2018, 04:35:59 am »
I have tried using labels and the draw text blocks - they work fine in terms of displaying the desired text etc...  But I cannot for the life of me get the actor to align center of screen.   
My usual way of aligning actors to center does not seem to work, as it does not pick up the width of the text only the width of the initial sprite.

e.g  Set x to ((screen width - width of self) / 2) for self

I'm sure someone has encountered this before,  and it's an easy fix.    This label is to display score, so ideally I don't want to use a series of images.   

Any help is very much appreciated

Ask a Question / Re: Inserting Cutscenes
« on: January 06, 2018, 07:26:09 am »

I might be wrong,  but I think you will need to export your cutscene (assuming it's a video) into frames ( a series of images ).    Make an actor that has an animation with those frames.   Then a behaviour that plays the sound (if any) at the right time etc....

But there may be a easier way?  Let's wait and see what the experts say!

Game Art / Re: Free and inexpensive game art for commercial use
« on: January 04, 2018, 04:25:44 am »
Wow!  Very good graphics/animations you have here - I have just come up with a tonne of new game ideas based on what I have seen on your site.     I'll be back soon to purchase some graphics.   Great stuff.   

Ask a Question / Re: Designing for all devices
« on: January 04, 2018, 03:22:53 am »
Yeah,  it'll be vector art that i'll be using.   Probably best to follow the stencylpedia page then, and import graphics at 4x. 

Thanks for helping!

Ask a Question / Re: Designing for all devices
« on: January 03, 2018, 03:39:04 am »
Yeah makes sense if it's only 1 scene to be fair. 

Might try and make it so that my actors are dynamically placed as opposed to me placing them on the scene editor.    But i'd still have to populate a list of coordinates.    But not sure if that would work on this idea I have......  will work for my old unfinished games I want to complete though.   

Ask a Question / Re: Designing for all devices
« on: January 03, 2018, 03:28:04 am »
For my game, the difference between 4:3 ipads and 16:9 phones/android was too big so I have two scenes, using the same actors with different layouts and backgrounds, one for 4:3, one for 16:9.

I'm  worried about going down this route.   Especially as I think our game idea may contain quite a few scenes.    Ideally,  I want to avoid making duplicate scenes for various devices.    Maybe worth duplicating a project for each device, so that scenes don't get mixed up, and looks tidier.   Same goes for behaviours.   

Ask a Question / Re: Designing for all devices
« on: January 03, 2018, 01:31:43 am »
thanks for the reply colburt187, very much appreciated.

So by importing graphics at 1x does that have any issues for larger devices (iPhone plus models and iPads (2x + 4x res))?  - this is assuming you'r game resolution is the standard 1x res (480x320).   

Ask a Question / Designing for all devices
« on: January 02, 2018, 02:42:09 am »
Hi,  it's been a while since I was here,  think the last time I was active here was 2013/14 on Stencyl 2.0.    But I'm back using this awesome piece of software. 

Anyway,  I've been catching up on stencylpedia,  mainly looking into scale modes and graphic imports for projects.   Specifically I've looked at these pages:

Just curious if these are 100% way to go? 

Or do any hardcore stencyl'ers here have a unique method that they tend to use to target all devices (mobile, pc, tablets). 


Ask a Question / Re: Stencyl Licence required to Test on Device?
« on: June 01, 2014, 01:17:54 am »
Ah that's great news.   I renewed my Apple dev licence at the start of the year while my Stencyl licence still existed.   

Ask a Question / Stencyl Licence required to Test on Device?
« on: May 28, 2014, 10:57:55 pm »
Just got myself a new Mac,  and I plan on renewing my Stencyl licence soon (atm, my licence has expired).    Before renewing, I'd like to get a few games completed, so that 3-4 months of my licence has not gone to waste.   Is it possible to test on iOS device without a paid Stencyl licence? 

Sorry for the dumb question, but I have been a Stencyl subscriber for over 2 years, and never found myself in this situation.   Now I got a new device, with nothing installed, so I can't test at this moment in time.

Extensions / Re: Date Extension
« on: March 06, 2014, 02:40:32 am »
Something like a block that determines the time between two dates?

Exactly - a simple example would be like a Christmas Countdown App.   'There's XYZ days | XYZ Hours etc..... left until Xmas' 

Chit-Chat / Re: Wait till jan to publish your web game.
« on: December 13, 2013, 01:25:50 am »
The same with mobile games too.  Usually at this time of year, major publishers such as EA make their games either free or at the lowest price tier and it's virtually impossible for any indie game to get noticed during the holiday season.   I'll be waiting until February to submit mine.

Old Questions (from 1.x/2.x) / Re: Gps??
« on: December 03, 2013, 02:09:11 am »
I would like to vouch for this along with a native map function too (both GPS and maps can be used together).   

The more apps I can do with Stencyl the better,  atm I use xCode with PhoneGap to do normal apps,  but would much prefer to use Stencyl if I could. 

Extensions / Re: Date Extension
« on: November 29, 2013, 03:15:42 am »
I want to be able to find out how much days there is between the current date and a pre-defined date

Basically for a Christmas countdown app

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