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Messages - mpeterskc

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1
Ask a Question / Re: 4 way movement not working
« on: March 08, 2019, 09:12:35 pm »
Please try using the "Take Screenshot" feature to post a screenshot of your code in block form. It will be easier for most users to read. From the way you described your problem I'm wondering if somewhere your "Char_speed" attribute is being unintentionally set to a lower number.

2
Ask a Question / Re: bullets go through tiles
« on: March 08, 2019, 09:04:54 pm »
Is the collision shape for your bullet actor set to "Is a sensor?"

3
Ask a Question / Input Lag / Trigger Sounds with Controller?
« on: January 19, 2019, 02:34:39 am »
I play live music and I want to trigger sounds from a game controller with close to real time response.

Is this possible using Stencyl?

I could deal with 10-20 ms of latency but what I'm getting is closer to a 16th note and at some tempos it makes playing the controller very non-musical and inaccurate. My sounds are defined as Sound Effects, not Music, I'm publishing to Desktop, the gamepad is plugged directly into a usb port, not a hub, the gamepad is mapped accurately, and my samples do not have any pre-roll(blank sound beforehand).

 I've attached the main scene's code. Any advice is appreciated.

I know its not what Stencyl was made for but this has been bugging me and I can't figure it out. I want to take this a lot further if it works. Thanks in advance everyone!

4
Ask a Question / Re: Trouble posting new version of game in Arcade (Solved)
« on: December 04, 2018, 08:28:46 am »
I had to make sure the game was closed when editing the xml file. I'm pretty sure that was the problem.

5
Ask a Question / Trouble posting new version of game in Arcade (Solved)
« on: December 04, 2018, 07:51:29 am »
Hello!

I saved my game with a new name and now it doesn't give me the option to replace the old version on the Stencyl Arcade. I changed the name back and it still doesn't work.

So I  followed the instructions in this post.

http://community.stencyl.com/index.php/topic,19805.0.html

I tried editing the xml file so that the game id matches the game already uploaded and it still doesn't work. I think I'm missing something to do with the xml file.

I've run into the same problem. I don't think I'm editing the xml file correctly though. When I change the game id to reflect the one that I originally posted it still uploads it as a new version. Opening the xml file shows that even when I save the change it reverts back to the newer game id. Can't seem to figure it out.

6
Resolved Questions / Re: How to update games on the Stencyl Arcade?
« on: December 03, 2018, 12:44:40 pm »
I've run into the same problem. I don't think I'm editing the xml file correctly though. When I change the game id to reflect the one that I originally posted it still uploads it as a new version. Opening the xml file shows that even when I save the change it reverts back to the newer game id. Can't seem to figure it out.

7
Windows / Mac / Flash / HTML5 / Re: Puffy Man Demo
« on: December 02, 2018, 12:48:08 am »
OK, so I made it past the first level, and I picked Cherry as my favorite...now it's way different! Have you tried posting this to the Stencyl Arcade?

8
Windows / Mac / Flash / HTML5 / Re: Puffy Man Demo
« on: December 02, 2018, 12:34:32 am »
Hey I had fun playing your game! The music and graphics are charming. I've always liked hand drawn art styles. It took me a while to figure out that pressing Z would make the game start.  I couldn't make it past the first level but I would like to see more of it. There was some kind of charge mechanic where you hold S that I couldn't understand. I think having a more clear objective on the first level would make it easier for the player to get into the game.

9
Windows / Mac / Flash / HTML5 / Re: Q-Ball
« on: December 01, 2018, 12:51:36 pm »
Thanks so much for the kind words everyone. I really appreciate you taking the time to play it and giving me feedback.

1968, Thank you! Yes some of the levels take many tries. :)

NerdinaNutshell, Thank You! I made some of the graphics like the ball, tiles, spikes, glow fx and particles. Others, like the enemies, stars, buttons, and background images I downloaded from https://www.gamedeveloperstudio.com/ and https://www.spriters-resource.com/. \

mdotedot, Thank You! I've tested it thoroughly on Android and it's a lot more fun to play on  mobile devices.

10
Windows / Mac / Flash / HTML5 / Q-Ball
« on: November 30, 2018, 11:34:23 pm »
This is the first game I've posted!  You slingshot the ball into the goal at the top. It's not groundbreaking and it's not complete, I'm just looking for some feedback so any advice is appreciated.  :D

http://www.stencyl.com/game/play/39651

I realized that the larger game I've been working on for a year or so wasn't going to be finished anytime soon and that completing some smaller games would help me put to use what I've learned and give me some practice.

11
Chit-Chat / Re: Openfl (and Stencyl) now supports Nintendo Switch.
« on: September 06, 2018, 12:10:18 pm »
@squeeb Up until recently, the game I'm working on was intended for PC only.  It's an SNES style platformer and now that the Switch can apparently run games made in Stencyl, I just had to check it out. I'm a big fan of the NES as well! Are you working on anything fun/cool?

I did end up hearing back from Nintendo and I realize now that though I'm a registered developer, you have to be approved to access development tools for the Switch. They request an overview of your project and development experience history.

12
Chit-Chat / Re: Openfl (and Stencyl) now supports Nintendo Switch.
« on: September 05, 2018, 03:08:04 pm »
Hey there, I haven't been able to find anything about OpenFL on the middleware site of Nintendo's Developer Portal. Do you know if it's still up? Am I just looking in the wrong place?

13
As a beginner myself, I've found that with complex behaviors like this it can be easier to create multiple actors with specific functions that can be killed and created depending on what you need to do. For instance, you could instead kill the actor you're picking up, and upon that actors death create a new actor that represents the actor you've picked up, then when your player throws that actor you kill it and upon that actors death create a new actor that will collide with enemies and tiles, then if that actor comes to a stop without colliding with an enemy, kill it and upon its death, the original actor is created once again. I doubt it's the most elegant way of doing things but I bet you could get it to work.

14
Thanks Rob, looking forward to 3.5 when it's ready!

15
Thanks! Glad I'm not the only one that this has happened to. I also just discovered that if you create a polygon collision shape you can get the shape to stay at 100% width or height.

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