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Messages - enricofra

Pages: 1
1
Ask a Question / Re: Newbie problem on sight
« on: September 16, 2015, 02:08:26 pm »
@liberado I've no words to thank you! These few lines of code contain many concept that I have yet to master,  a great step ahead for me :)
Cheers!

2
Ask a Question / Re: Newbie problem on sight
« on: September 16, 2015, 09:08:23 am »
@Liberado thanks!
@Ajimundi yes! i like this solutions, it looks smart :)
Ok, I promise I won't be afraid to try!
Actually I'm more afraid of my enthusiasm going down through to the plughole ;) to avoid this I need to see results. That's why I'm here, to not get too stuck.

3
Ask a Question / Re: Newbie problem on sight
« on: September 16, 2015, 06:56:16 am »
Hey, thanks for the speed! :)

Liberado: does the simulation look "real" anyway after the settings change? You know in my mind it's not a pinball game but more a physics gadget. If it's not possible, it's probably better if I change my small project now.

Ajimundi: the check has to be done at global level or at the ball level? To be clearer, does the ball check itself and make a call when it stops or do I have to set a game controller to monitor ball movements?
A second question, then I stop :) when I spawn another ball, the control is automatically moved from the former ball to the new one?
Ok, probably I'm seeing it more difficult that it is. The reason is that I'm still missing some piece of the big picture.  I'm doing some online tutorial but I'm actually still looking for the Aha moment ;) Hope it comes soon!

Anyway thank you both for the precious help!
Cheers
Enrico

4
Ask a Question / Newbie problem on sight
« on: September 16, 2015, 04:52:46 am »
Hello everyone,
I've just started putting my hands on Stencyl and I'm very happy about it!
Unfortunately, almost immediately I stepped in a problem that I don't know how to solve.  ???

Let me explain. To motivate my learning path, i'm developing a small silly game where the following happens:
1. a balls is drawn on the top of the screen, which is empty, and when the player touches the screen...
2. ...the ball falls from to the ground (screen border) and, using physics, bumps around until it stops like a real ball would do...
3. After this, another ball is made avalaible and the silly game starts again from step 1

Of course, if the 2nd ball hits the 1st ball it will have to interact with hit, moving it until both stops. And so the third, the fourth and so on until the screen if filled with balls...
Ok, I told you the game was silly, if it could even be called a game :)

First of all a simple question, is the box2d engine able to manage a screen full of balls interacting, without overheating the processor? Or should I use a simpler engine?
Of course, after the first row is filled with balls, those balls won't move much, reducing the physics calculations.

And here comes the second question, far more  important: how could I generate a second ball, keeping the first one in game, and start again from the 1st step with the new ball?

I'm just a hobbyist developer, so excuse me if I write bullshits, but I think that in some way I have to number each ball and control them separately. Maybe I can have instances of the same ball and pass the player control from instance to instance?
Well, if I look confused it's because I am!

Looking to tutorials  on the web, most of them use as examples spaceships that after being destroyed start again from the beginning of the levels.
Or balls that will disapper out of screen after the player miss the hit and then appear again in the center of the screen.
In each one of those examples the actor:
1. disappears
2. appears again.
 
On the contrary, each of my balls (!?) remains on screen until the end of the game, so those tutorials don't help  ::)

Ok, I think the problem is clear now.
What I 'm looking for is someone who point me in the right direction.
Just some indications on how to do it and maybe, if there's some technical slang involved, the words that will help me in finding the way out of this.

Thank you very much for your support!
Cheers
Enrico
PS: Hope I don't miss the right

5
Fixed Bugs (3.x) / Re: 10.11 El Capitan
« on: September 16, 2015, 02:50:39 am »
For what I know, today is the day for iOS9.
El Capitan will be public on 30/9 and for that time probably the Stencyl Crew will have released the fix.

6
Fixed Bugs (3.x) / Re: 10.11 El Capitan
« on: September 16, 2015, 02:09:50 am »
Thank you Justin!

7
Fixed Bugs (3.x) / Re: 10.11 El Capitan
« on: September 16, 2015, 12:48:04 am »
Hi Justin,
Actually I REALLY want to make iOS and Mac Games but first of all I need to learn how to use Stencyl! :)
Ok for the next release, considering your frequent updates it looks like I won't have to wait for a long time ;)
In the meantime, If  I install Xcode the problem will disappear?

8
Fixed Bugs (3.x) / Re: 10.11 El Capitan
« on: September 16, 2015, 12:40:49 am »
Hi Jon,
It was, then I trashed it to free some disk space.
Is it necessary?

9
Fixed Bugs (3.x) / 10.11 El Capitan [SOLVED, cause = missing xcode]
« on: September 15, 2015, 02:02:38 am »
Hello,
First of all, I'm pretty new to Stencyl but I already love it and I really want to work on it.  Just to briefly share my experience, In a few hours, from scratch, I created the first "scrap version" of a small game and it looks like a miracle to me!  :)
Unfortunately right now I'm having some problem in launching Stencyl.
 
I already know that it is most probably my fault... Yesterday I've installed the 10.11 GM and since then Stencyl gives me an error and crashes at launch. I've noticed that no one is commenting on this issue, so maybe it's something that could be easily solved.

Here come my logs
I hope someone could help me.
Cheers

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