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Messages - UBJ3D

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1
Can't open the Fonts Resources anymore.

The game freezes and OK doesn't close the "Unexpected error" window.

Please help.





2
Ask a Question / No option to duplicate customized Actor?
« on: September 24, 2015, 09:43:39 am »
In the level editor I can't find the option to duplicate an Actor?

I have an customized Actor where there is many customization.
And now if I need many of the same customized Actors, I have to customize one by one?

3
Ask a Question / Disable all Behaviors for an Actor
« on: September 24, 2015, 06:51:36 am »
Can't find a way to do it (using blocks).

First, it would be nice if the current way the "uncheck behaviour in Customize" works.
I thought it disables the Behaviour but it actually removes it.

So if you wish to start with an Behaviour disabled and later enable it, you have to disable it in e.g. the "Created Event" and then enable it when you need it.

But I can't find a way to disable all the Behaviours of an Actor (not one by one).

Is there a way to loop through all Actors Behaviours?


4
Fixed Bugs (3.x) / Re: Bitmap fonts - scale issue ?
« on: September 20, 2015, 02:23:09 pm »
@Rimrook

Thank you very much for trying to help.

I have all check boxes checked (except the 3x).

But as I said, no matter what scaling I choose when importing the font bitmap it is always the same (original size).

Maybe I can send you the font bitmap so you can try?

5
Fixed Bugs (3.x) / Re: Bitmap fonts - scale issue ?
« on: September 18, 2015, 08:55:34 am »
So nobody uses bitmap fonts?

6
Fixed Bugs (3.x) / Re: Bitmap fonts - scale issue ?
« on: September 16, 2015, 01:27:41 am »
Anyone can confirm this so I can file a bug report?

7
Fixed Bugs (3.x) / Re: Bitmap fonts - scale issue ?
« on: September 14, 2015, 01:47:24 pm »
Well, bitmap font scaling is not working

No matter at which scale factor I import the font, the size is always the same.

This is a show stopper  :'(

8
Fixed Bugs (3.x) / Bitmap fonts - scale issue ?
« on: September 14, 2015, 01:11:24 am »
If I import an bitmap font at 2x scale it should display in the game at half-size compared to if I import it at 1x?

I would expect that behavior (you import higher resolution bitmap font at e.g. 2x scale so it looks better on higher resolution devices).

But for me it is not working. At 2x scale the font is 2x bigger in the game.

9
Ask a Question / Re: How far can you go using stencyl-blocks?
« on: September 11, 2015, 04:10:29 am »

Yes, it is very unwieldy and annoying, really. I have often thought about something like this:



I am new to Stencyl blocks and can feel your pain about changing e.g. + to -.

Please a solution like this.

That's how blockly does it:

https://code.google.com/p/blockly/

10
Ask a Question / Re: Positioning on mobile games
« on: September 09, 2015, 01:33:38 am »
Thank you for the reply.

I found a solution which will work for the game I am making.
The scale mode I used is "Scale to Fit (Full Screen)".

You then have to position all the actors dynamically (with blocks). The "screen width" and "screen height" block return the width/height of the ""virtual screen".

11
Ask a Question / Re: Positioning on mobile games
« on: September 08, 2015, 03:43:04 am »
What are the correct scaling settings?

Coming from Corona platform, still learning how the scaling works in Stencyl.

There are similarities but it is not the same.

12
Ask a Question / Positioning on mobile games
« on: September 08, 2015, 01:46:08 am »
Tried to position an actor at the bottom right corner but a part of it is outside the screen (on the phone, is OK on desktop).

Scale mode used:  Scale To Fit (Fill), game in landscape orientation.

The positioning:

x = screen width - width of actor
y = screen height - height of actor

Seems the "screen width" block is not the width of the visible portion of the mobile device (same for "screen height").

How to get the visible coordinates of the corners on the mobile devices?

This is obviously very important as you position many elements dynamically if developing for mobiles.


13
Ask a Question / Re: Creating complex actors
« on: September 06, 2015, 05:47:08 am »
OK, I made it work, just to check with you if this is the best method.

The ship has two parts, the body and the exhaust (have two actors, "Ship" and "Exhaust").

The ship is moving by pressing up/down keys.

This is all done in the "Ship" actor designer.

First, I create an attribute of type "Exhaust Actor" (so I can reference it later) and call it ExhaustActor.

Now, in the "Created" event of the Ship I create the "Exhaust" actor and set the ExhaustActor attribute to "Last Created Actor".

Next, in the "Updated" even of the Ship I set the x and y coordinates of ExhaustActor to  x,y coordinates of the Ship (+/- some values).

Is there a more optimized way?

14
Ask a Question / Creating complex actors
« on: September 04, 2015, 03:41:00 am »
What is the best method in Stencyl to create complex actors?

E.G. a  spaceship with body, turrets, exhaust etc.

In Corona you can make a "group object", then you just have to move the "group object" and all its parts move.


15
Ask a Question / Free memory by killing actors
« on: September 03, 2015, 03:17:07 am »
Hi,
I am new to Stencyl but lots of experience in programming.

Started to make a shooter game. After playing the game for some time (spawning more enemies and killing them) noticed the game became laggy and FPS drops.

After researching I found that the problems is in the actors not being killed when leaving screen (the bullets and the explosion fragments).

Solved the problem by adding the block: "kill Actor after leaving screen" to the "When created" event.

Is that the right method?

Another problem was killing the explosion animation after it finishes playing.

I made a timer block which uses the "for each Actor member of group Explosion" which checks if the animation is playing, and if not it kills it. This works, not sure if it is the best method.

What would be very nice is an option on the actor animation screen "kill animation after playing".

Regards,
Damir

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