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Messages - batuhancan

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Ask a Question / Re: Dynamics of equality
« on: January 04, 2017, 10:02:46 am »
Do you really need to store the animations in an array? All actors animations can be accessed directly. Oh, and try not to use game attributes so much.

Chit-Chat / Re: Avast help please
« on: January 04, 2017, 09:42:11 am »
What is wrong with this guy?

Ask a Question / Re: Exact actor coordinates
« on: November 22, 2016, 03:23:33 pm »
Wow, that was quick. Thanks a lot!

Ask a Question / Exact actor coordinates
« on: November 22, 2016, 03:19:15 pm »
I think I've seen this answered a while back, but I can't find the post anymore.

How do I get actor coordinates as a float instead of an integer?

Journals / Re: my cats and chicks game
« on: November 16, 2016, 06:07:54 pm »
I haven't tested on android yet, but I'll probably release an android version in the end. Found the code for the shader I was looking for on a GitHub page through Google. It doesn't really work out of the box, it needs some adjustments to work with Stencyl. It's mostly a process of trying things out and hoping for the best. There's a lot of things you can do with them, search for fragment shaders on Google.

Ask a Question / Re: How to randomly spawn large list of actors?
« on: November 15, 2016, 04:52:35 pm »
You can get away easily with generating random numbers between 1 and 100.

If it's okay for you to give each actor names based on a number (actor1, actor2, actor3), it's easy. When you need to spawn an actor, do this:

If that's not possible or if it makes things harder to do, you'll need to put all the actor types  in a list, each actor then gets a number based on it's position on the list. When you've got the list, this should do the trick:

Journals / Re: my cats and chicks game
« on: November 15, 2016, 01:20:09 pm »
looks pretty darn fun haha.. last video says set to private.. seems like a new concept to me.. are there games like this out there already?
Thank you, I've fixed the video. Don't know about a similar game concept, wouldn't be surprised if there is though.

Ask a Question / Re: Switch back to a scene where you left off
« on: November 15, 2016, 09:06:06 am »
First determine what data will be needed for your game. How many variable actors in the scene are we talking? Do they change coordinates? How different can the scene become while playing, from how it started?

Ask a Question / Re: Switch back to a scene where you left off
« on: November 15, 2016, 08:43:07 am »
They will, if you first save into (list) attributes which actor type, coordinates and any other info you need for the actors.
Essentially, you first want to make a behaviour which collects the data before switching scenes. When switching back you'll need a behaviour than can take the data and spawn your actors from it.

Journals / Re: my cats and chicks game
« on: November 15, 2016, 08:02:48 am »
Made some progress this month, check it out;

<a href="" target="_blank" class="new_win"></a>

Graphics & shaders
First of all, the graphics got a huge update. I decided to do things a little bit different and not go for the pixel style I usually use. This is in part because the shaders I'm experimenting with simply go better with a more smooth design.
The fisheye shader I was using until this week, had a little glitch in the form of a blurry dot right at the center of the screen. I found a similar shader which didn't produce the glitch, so that's solved. I also added a tilt-shift shader, which blurs the top and bottom parts of the screen, to give it a more realistic depth effect. The combination of these 2 shaders give the effect of navigating a tiny globe, very satisfied with the result.
This all works perfectly fine in iOS btw, I read everywhere that shaders either don't work or slow things down heavily. Well, no problems here.

Enemy off screen pointer
When an enemy is off screen, a little orange pointer appears to notify the player which way to look out for. Nothing complicated, just simple math. Gameplay wise it's a nice thing to have though.

The trail our cat leaves behind now has a more 'slashy' look. It looks less awkward now when 2 parts of the trail meet. I'm still having some issues with the starting/ending points of the trail, they're sometimes a little too far apart. Guess it's because of rounding the position to whole numbers instead of having a float, but I'll have to look into that.

Water detection
The game now detects if the player or any enemy is either on land or in the water. I first tried to work something out using collisions, but that slowed things waaay down, while not even functioning consistently.
Solved it by generating a map of the tile based terrain on startup, and checking coordinates continuously. When the scene loads, all tiles are checked, if a land tile is detected, it sets 1 white pixel at the right place on the map, everything else becomes black. While the game is running, an always events checks the coordinates of the player and every enemy actor. If the coordinates represent a black pixel on the map, an 'InWater' attribute gets toggled for the corresponding actor. The animation gets swapped, the shadow removed and as long as the attribute is true, water waves will be spawned underneath the actor.
This method is not very accurate though, you can either be on a tile or not, nothing in between, but for now it's okay. Performance wise it's a great solution, I can have 50+ enemies where these actions get performed on without slowdown.

Found this gif on my computer from the first iteration of this game, like half a year back. Funny to see how things change.

Stencyl Jam 16: "Spooky" / Re: WORMBALL - Pinball meets Snake.
« on: October 11, 2016, 01:37:23 pm »
Very cool!

Ask a Question / Re: Can't upload game.swf to facebook
« on: October 11, 2016, 01:32:03 pm »
are you trying to publish to Facebook as an app or are you trying to put in in a regular post? Because you can't do the latter.
Can you publish to the stencyl arcade?

You can't notice the difference between flac and mp3(256/320) from mobile and most PC speakers anyway. So unless people play your game with a decent soundsystem connected, it would have no use.

Journals / Re: my cats and chicks game
« on: October 11, 2016, 10:21:08 am »
Allright, so I stopped developing this a few months ago and a few weeks back I picked it up and decided to make a different game out of it.

I felt like just another shooting game may be too.. regular? Having to play with 2 thumbs like on a gamepad was also not the best way to go on a mobile device. Yes it works, but my hands cramp up after playing a while, I don't know if I'm the only one? And because the game runs in portrait mode, the buttons have very little horizontal space. Meaning that they sit very close next to each other. If I point my left stick to the right and my right stick to left, my thumbs get in each others way.

So what other way of input can we use? Swiping. What can you do by swiping? First I came up with something where you would swipe in a direction and the player would dash that way. The chicks you hit while dashing, die. This was a little boring...

Then I came up with what I'd like to present to you guys today. I don't know if my subconscious got inspired by it, but I think about Fruit Ninja and Links final smash from SSBB every time I see it in action. I thought to myself; what if you would have to dash in a certain way to make combos? Triangles! I mapped out how to set up a process that would do this. Looked up a bunch of formulas for the detection of intersections and locating them, and then put it all together. At the end I took the old method of killing chicks on dash out, and now we have this:

<a href="" target="_blank" class="new_win"></a>

I'm going to set a limit to how many dashes can be executed quickly after each other, in the form of an energy meter that slowly refills itself. Each time you dash it uses some energy, no energy = no dashing.

Anyway that's it for now, I'll try to post updates here more often ;)

Chit-Chat / Re: iOS 10, do Stencyl games run fine?
« on: June 22, 2016, 06:01:43 am »
No problems here, everything runs fine. I did get a pop-up once saying 'this app is not optimised for iOS 10'.

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