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Messages - ssaamm

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Archives / Re: Autotiles feature
« on: August 27, 2011, 04:18:00 pm »
You are likely aware of how indexed color works.  That palette can be adjusted to change the colors of an image.  If you wanted multiple colors of something, you could manually adjust those colors from their original form in separate tiles.

It seems a little impractical, thinking about it now...

Suggestion Archives / Re: Mini-Suggestion Thread
« on: August 24, 2011, 07:05:53 am »
Micro suggestion:

I think Collision Groups Icon should be the collision symbol, not a group of user icon thingies.

Archives / Re: heres one
« on: August 24, 2011, 05:32:41 am »
I compile them for you, ok:

1. Tool to select an actor and make more of that one, rather than having to search
2. Copy/Paste areas in scene editor
3. Allow parts of actors to be off-screen
4. Manually draw collision bounds
5. Saving/Marking coordinates
6. Ruler tool for measuring inches or centimeters
7. Ability to save and recycle collision bounds
8. Copying tiles

Archives / Re: Autotiles feature
« on: August 24, 2011, 05:25:47 am »

Autotiles make a great compression scheme.

Though this can become confusing, I think that pallet mapping would be a good extra feature in autotiling.  It would allow for colors to be changed from tile to tile by indexing their color.  If this is supported in any other framework; Flixel or Flash; then it should be there.  If it has to be done manually, it is not worth the effort.

Archives / Re: Mass Scene Behaviors?
« on: August 23, 2011, 06:00:56 pm »
Well, we appear to have 3 solutions here:

1. Set certain behaviors to automatically attach to scene


Possible cause of confusion
Likely will cause additional manual effort because of deactivation/reactivation

2. Set certain folders to cause the scenes inside to have behaviors

Allows for active/passive manipulation of behaviors
Promotes organization

Bureaucratic, in a way
Relies heavily on user

3. Create an interface for adding behaviors to several scenes or scene folder simultaneously

Does not require maintenance
Does exactly what it says it will do

Not undoable (EDIT: at least automatically
Also, it has to be applied every time a new scene is made)

Old Bugs (1.x/2.x) / Re: Stencyl Freezes When Saving
« on: August 23, 2011, 05:32:09 pm »
Well, you don't need to freak out about it.

What version of Windows do you have?
When did this problem start?
Did you do anything unusual or special before it started happening? Was there an update?

We need more information.

Old Bugs (1.x/2.x) / Re: Stencyl Freezes When Saving
« on: August 23, 2011, 01:40:22 pm »
I believe that some things are prone to improper naming, as in they contain one of these:

 \ / : * ? " < >

If your game doesn't save even after it freezes, then this may be the issue.

Old Bugs (1.x/2.x) / Re: Actionscript errors #1037 and #1009
« on: August 23, 2011, 01:27:11 pm »
Well, there are only two behaviors in my whole game, both of which I made manually.  I tried to remove one, the other, and both, but that did not get rid of the errors.

Other than behavior-making issues, what other problems could I have?

Old Bugs (1.x/2.x) / Re: Actionscript errors #1037 and #1009
« on: August 23, 2011, 10:02:39 am »
I looked over the entire game, but I have not found anything referencing anything else that does not exist.  Also, I have not used an array yet.

I will try making another game and see if it has the same issues.

EDIT: Do I need to initialize my variables?  I assume I do this by setting them to 0.

Archives / Re: Mass Scene Behaviors?
« on: August 23, 2011, 09:53:50 am »
It's a very good idea.

I think that it would work best if the behaviors were folder-based.  A set of behaviors could be applied to a folder of scenes.

That, I think, would work the best if we were to do this.

Old Bugs (1.x/2.x) / Actionscript errors #1037 and #1009
« on: August 23, 2011, 08:44:22 am »
When I run my game, I get the following two errors:

ReferenceError: Error #1037: Cannot assign to a method shift on Array.
   at stencyl.api.engine::GameState/begin()[/Users/jon/Desktop/stencyl/plaf/flash/root/stencyl/api/engine/]
   at Function/<anonymous>()[C:\Users\Sam\Documents\StencylWorks\sandbox\flash\scripts\]

TypeError: Error #1009: Cannot access a property or method of a null object reference.
   at stencyl.api.engine::GameState/postUpdate()[/Users/jon/Desktop/stencyl/plaf/flash/root/stencyl/api/engine/]
   at stencyl.api.engine::GameState/update()[/Users/jon/Desktop/stencyl/plaf/flash/root/stencyl/api/engine/]
   at org.flixel::FlxGame/update()[/Users/jon/Desktop/stencyl/plaf/flash/flixel/org/flixel/]

When I push "dismiss all", it gives me a black screen.  This doesn't happen with any of the games that come with Stencyl.

What do these mean?

Archives / Re: Sound Panning
« on: August 21, 2011, 05:17:14 pm »
If we are using stereo effects, reverb would be very useful.

When I play sound through a speaker, the stereo image is much better with it.  Without that, the stereo effect is very weak and often jarring, which can be fixed with a basic reverb.  It would also be useful for spatial effects.

For control, Reverb settings can be narrowed down to a few simple variables, like "Size" and "Amount" to control the size of the space and the the wet/dry mix, respectively.

Alternatively, it could use presets, like "Room", "Hall", "Cave", and "Outdoor"

If it is a possibility, you should search for some low-CPU freeware reverb.

Old Bugs (1.x/2.x) / Re: Block widening glitch
« on: June 26, 2011, 08:52:21 am »
I have a lot of experience with Scratch (My name was ssaamm, and I made over 100 unique submissions), so I know when a block should become wider.

I tried it again recently, and the block widened normally, so it wasn't a problem then. I tried to reproduce the error, but it would not happen, so it must have had to be very specific, even though it happened on multiple occasions in the making the same action.

I do know that when this error did occur, every time the block became wider, another set of parentheses was added unnecessarily to the code, so to prevent this from happening again, it may be possible to automatically remove double parentheses. ((like this))

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