Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Rimrook

Pages: 1 2 3 ... 16
1
Ask a Question / Re: Best way to create a trail? [SOLVED]
« on: June 13, 2018, 09:12:42 am »
The metroidvania map kit comes with a good trail behavior. It’s so lightweight that it works without penalties on flash, and can handle anything you throw at it. It’s based on actor images being draw onto the image api. One instance, works automatically and can be changed easily to fit your own design. Try it out if you want.

http://community.stencyl.com/index.php/topic,55571.0.html

Ps: I’m a wizard.

2
Pyxel is smart. Worth every penny.

3
Ask a Question / Re: Fullscreen
« on: April 05, 2018, 05:36:57 am »
My 16:9 resolutions.
1x 1152w 640h
2x 576w 320h
3x 384w 213h
4x 288w 160h

If you use letterbox full screen, you have a pixel or two on the top and bottom but at least your game’s tiles won’t partially be off the screen. :)

4
The complexities of this is comical, even I never really figured out a solid behavior. Eventually I settled on having the player actor just boot things along with his shoe. It’s pretty stupid, and stupid fun.

There is a “points” extension that might help. You can define a point to attach things to. That would cut down on manual input and help things along. Hope you find a good solution, curious how things will work out :)

5
Shared Resources / Re: Metroid Map System (Updated 3/16/2018)
« on: March 21, 2018, 08:15:34 am »
You can press O and P to reset the game or scene. I know sometimes the scene links aren’t perfect.

6
Ask a Question / Re: Mini Map Help
« on: March 16, 2018, 03:07:00 pm »

7
Shared Resources / Re: Metroid Map System (Updated 3/16/2018)
« on: March 16, 2018, 10:16:21 am »
New update for 3.4 and up. Full example game included.
https://www.dropbox.com/s/0i5w3ta8e38v4qi/Metroid%20Map.stencyl?dl=0

8
Shared Resources / Re: Metroidvania Map System Behavior (kinda)
« on: February 01, 2018, 06:20:23 am »
I may give this some love. I have a way to make it more understandable, and I want to make it a plug-in-play sort of behavior.

9
Shared Resources / Metroid Map System (Updated 3/16/2018)
« on: January 30, 2018, 11:13:36 am »
UPDATED 3/16/2018:
https://www.dropbox.com/s/0i5w3ta8e38v4qi/Metroid%20Map.stencyl?dl=0
^^^^^
Get it now, full working version for 3.4
Import the whole example game and try it out!

===================================

Decided it's time. Been with Stencyl for 6 years and I've seen nothing public similar to it so why not. I'm releasing a version that's a few iterations back, so it's not the fanciest but it is the most versatile.

It's the whole project exported, but IT DOES NOT WORK. It'll be up to you to export, import, and fix the parts you need and place them into your own project. These old files don't translate well over the numerous Stencyl updates. A tip for repairing it is to export the behavior to a clean project of your choosing, preferably a platformer kit or template, and copy over the images from the extras folder.

Saying it’s a Metroid map is inaccurate, it just paints open space on a blank canvas, but understanding the image API can let you format this however you want. I apologize the behavior is in poor health, I invite anyone who chooses to clean up and make the behavior friendly for anyone to use.

See attachment for download. Hope you enjoy it.

10
Ask a Question / Re: Sprite making software?
« on: December 14, 2017, 01:52:42 pm »
Krita is an open source free photoshop clone with all the same capabilities and more.

https://krita.org/en/

11
Ask a Question / Re: new stencil old extension
« on: December 05, 2017, 08:55:39 am »
I totally agree. They really should include them and maintain them with the rest of it. I think TileAPI and ImageAPI were addons.

If you look at a major 3D package like Blender, Maya, or 3DS Max, you will see on launch that the program loads hundreds of individual modules that basically make up most parts of the program. Much of it is used without knowing that these modules are additional. The modules are not actively updated as individual components but get updated along with the program. This ensures that the program and its parts all work immediately when the new version is released. Saves on headaches and is good rapport with the user base.

Unfortunately I have had to abandon some extensions as they were never upkept. So it is a concern.

12
Ask a Question / Re: new stencil old extension
« on: December 05, 2017, 08:22:52 am »
Oh lots of things. There are always optimization’s and stuff, sure. Something may be proven redundant and the part might be removed or replaced with a better part, and when an old extension is looking for the previous part, it won’t be there and that will cause an issue. Updates are generally good. Personally I wait until the extensions and all the stuff I use are all up to date before updating, that way I can continue to enjoy making my game instead of waiting on others to fix things.

13
Ask a Question / Re: How do you use your code?
« on: November 25, 2017, 08:08:34 am »
Exporting the actor or behavior would certainly do it, but that still involves closing and opening the two projects.

I don’t know if this can still be done, but when I rebuilt my game a while back, I had two copies of Stencyl open and I copied and pasted between the two of them. Worked just fine at the time. When editing a behavior, you can click it’s event name and copy/paste that between Stencyls. Just create a blank behavior to paste into on your main project.

14
Ask a Question / Re: Can I make a game that uses an Xbox 360 controller?
« on: November 04, 2017, 06:40:54 am »
You’re getting into hardware stuff now. As long as your computer can accept and receive inputs from a controller, it’ll work, and that has nothing to do with Stencyl. As far as wireless goes, you’ll need to set up a Bluetooth connection between your computer and controller.

15
No. The terrain collision gets meshed in with the tile collision. In the end, it all becomes one giant collision mesh. You can see for yourself by enabling debug drawing and running your game.

Pages: 1 2 3 ... 16