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Messages - Digimax

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1
Ask a Question / Re: Having Trouble Understanding Sizing For Each Device
« on: October 16, 2013, 01:31:20 pm »
Simple answer - no.
Main reasons: performance and memory size.
Phones and tablets have much slower processors and memory sizes much smaller than on desktops, so if your game running smoothly on your PC in most cases it can't be even load on your iPhone (for example)...

Theoretically, you of course, can make game for ALL possible for Stencyl platforms (especially something really simple), but prepare for performance optimization nightmare...

Better focus on some category (phones, tablets, desktops for example). Even if you wish create universal game for iPhones and iPads, you have to manage many things at runtime and be ready that size of your game will be x2 times greater...

2
Ask a Question / Re: Big problem with simple code
« on: October 16, 2013, 12:12:43 pm »
Be very careful using Always event handler... because it runs all code inside it 100 times per second... Checking if actor leaves screen better by himself using When exit screen event handler...
Try this:

Create behavior for actor type Zombi
When created
    make [self] always active

When [self] [exits] the [screen]
     Switch to scene [Level1] // U don't need kill anyone if you switching to diffrent scene

Create global attribute [Current Score]
Create behavior  for actor type Box
When created
   make [self] always active

When [self] [exits] the [screen]
   Increase [Current Score] by 1
   Kill [self]


--------

There are some other ways how you can do what you want... And of course do the crash course...
   

3
Resolved Questions / Re: ennemi supposed to follow the player...
« on: October 05, 2013, 04:25:56 pm »
But i am asking the computer to look at the x of the player, here's the "spawn HUD" behavior, it works (or at least to me, it looks like) the same way as you described.

You have to be sure that your "spawn HUD" behavior attached to your ENEMY actor... Because you trying to call argument from behavior attached to SELF. Looks like it is scene behavior ... so you just use wrong block to call it...

4
Resolved Questions / Re: is pressed on self event with overlap actors
« on: October 05, 2013, 06:31:17 am »
Solved.
Just moved flag enabling to when the mouse is released event handler.

6
Resolved Questions / Re: is pressed on self event with overlap actors
« on: October 05, 2013, 03:58:51 am »
In this case any of them... But only one...

7
Resolved Questions / Re: ennemi supposed to follow the player...
« on: October 05, 2013, 02:25:40 am »
You have to look at x position of PLAYER and compare it with x position of ENEMY
Something like this in behavior for ENEMY :

IF X position of PLAYER > X position of SELF THEN
  SET SPEED to 10 for SELF
ELSE IF  X position of PLAYER < X position of SELF THEN
   SET SPEED to -10 for SELF
ELSE
   SET SPEED to 0 for SELF
END IF

Now you comparing attribute X from behavior "spawn HUD" for ENEMY with x position of ENEMY

8
I have situation when two (or more) actors overlap each other:


Each of them have "is pressed on self" event handler. Problem is when I press on overlap zone events triggers for both actors.

Question: Is any solution how to avoid this without move different actors on different layers and manually solve who must be pressed now?

I tried create global flag (for this actors) but it does not work:

9
Ask a Question / Re: Loading screen between scenes...
« on: September 24, 2013, 02:12:49 pm »
FortySe7en is right though.  A 2-3 second wait will be fine without a loading bar :)
Those 2-3 seconds are quite annoying, and with them the game looks raw - unfinished ...

10
Ask a Question / Re: Loading screen between scenes...
« on: September 24, 2013, 02:08:38 pm »
Make a button that once pressed sets 'scene to load' to "level 1" then transitions into 'loading scene'.
Loading scene has this code: "when created, unload X atlas, load Y atlas, do after 1 second: switch to 'scene to load' scene.

That's it.
Problem is, that unload X atlas or load X atlas works in moment you switching between scenes...
If I do as you suggest to, I'll get my 2-3 second delay (freeze) between "loading scene" and "level 1" scene...
What I need: press "play" button > switch to "loading scene" (with very light graphics - so no delay), play "loading animation" (some kind of progress bar) > switch to "level 1" scene with no delay.

By the way, we are talking about iPhone and Android versions... In flash version on my mac I have no any delay between scenes (because of more powerful processor and rest).

11
Ask a Question / Re: Health bars wont draw, some enemies don't take damage
« on: September 24, 2013, 01:52:00 pm »
Also you can try create brand new enemy actor type with different name . Load all animations and attach AI behavior.
It sounds little crazy, but sometimes it works when all logical explanations failed...

12
Ask a Question / Re: Health bars wont draw, some enemies don't take damage
« on: September 24, 2013, 01:45:19 pm »
The enemy collision group is fine -....

For "actor type" object you can set collision group in two places.
First on page "Properties" > "Group".
Second on page "Collision" > "Group" for each animation.

Double check that in both places collision group is correct.


13
Ask a Question / Loading screen between scenes...
« on: September 24, 2013, 01:14:29 pm »
How to implement a loading screen between scenes?

Let's say I have a scene "menu" and when I click on button "play" game switches to scene "level 1". For "level 1" I need to unload atlas 1 ("menu" scene graphics) and load atlases 2,3 and 4 ("level 1" scene graphics).

I use the block "switch to scene" and before "level 1" scene show up I have 2-3 seconds delay (which is understandable because a lot of graphics memory to boot).

It would be great for the duration of the delay to show the download progress. But I can not get where to insert it?

Maybe "scene is transitioning" flag can help?
Any suggestions?

14
Windows / Mac / Flash / HTML5 / Re: Get your finger ready for the battle!
« on: September 22, 2013, 03:02:43 am »

Your screenshots leave me with a lot of questions, like what do your (green) slugs do? Is the game always 6 columns?

Green slugs defend themselves against those that run across the field to the castle. They killed those who came close to the walls and begins to break down. The player's task to help these green slugs, killing "bad" slugs by finger.

Now game has 6 columns ever. In the future it will be possible anymore. The game is made for cell phones. Screen sizes have sufficient small. If increase the number of rows - slugs will be less and it will be hard to get a finger.

15
Windows / Mac / Flash / HTML5 / Re: Get your finger ready for the battle!
« on: September 21, 2013, 06:10:41 pm »
First screenshoots attached...

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