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Messages - jaystansfield

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Ask a Question / Re: How do I create MUTE buttons?
« on: September 09, 2018, 08:42:28 am »
This is certainly possible, but there's quite a lot to consider.

There are blocks under SOUNDS > CHANNELS that will let you affect the various channels.

You then need your various mute/unmute buttons to correspond to the correct channels.

It isn't actually difficult, but you need to think about how best to approach it. This might be difficult if you're new to Stencyl though.

I suppose you could create your mute/unmute buttons using a behaviour, assigning each to a unique actor attribute as they're created.

You can then refer to these actors later using the attributes you assigned them too. Depending how new to Stenycl you are, this may sound like gibberish, but once you've defined an actor (or in this case, a button) to an attribute, you can recall it as needed. You're also going to need booleans, one for each channel.

For example:
If mouse is clicked on BUTTON 1
If (boolean name) = true
Set (boolean name) to false
Set volume for channel 1 to 0%
If (boolean name) = false
Set (boolean name) to true
Set volume for channel 1 to 100%

Jeff you legend! I'll give this a whirl. I'm not too new to Stencyl and made a few games but this had me baffled. I haven't explored Boolean names before but they seem like a really good way of telling things how to behave so I'm looking forward to trying it. Thankyou!

Ask a Question / How do I create MUTE buttons?
« on: August 26, 2018, 03:05:58 pm »
Hello! I'm making a virtual mixer and I'm struggling with making mute buttons.

Basically I want to achieve the following:

8 separate tracks all playing in sync, starting off silent at 0% volume.

8 separate buttons that you can click to mute (0% volume) / Unmute (100% volume) the individual tracks.

When you click the button to unmute the button becomes animated.

When you click the button to mute, the animation is static.

The audio tracks are all equal length and will be looping throughout.

I'm relatively new to Stencyl so a guide would be much appreciated!

Thanks in advance!!

Ask a Question / How do I export as HTML5 on OSX?
« on: March 26, 2016, 09:07:10 am »

I'm trying to export my game for HTML5 but it keeps stopping with an error. I've attached the log if anyone can help?

The easiest way I can think of to handle this would be to use the tile API. That is, you'd have to write a little code in order to handle it, but not a whole lot - you just need to track the player's position, figure out which tiles he's standing in front of, and blank those tiles out.

Awesome! That's beyond my capabilities though...!!

I thought of that but was concerned that a screen filled with blocks (1 per grid square) would cause performance issues.

I am wondering if it is possible to have blocks so that when the actor moves over them / in front of them they disappear to reveal a background underneath.

Would I use tiles to do this or is there another way?

News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: November 28, 2012, 07:14:17 am »
EEEEK! When's it coming out??? x

News / Re: Are you an educator?
« on: May 30, 2012, 02:14:30 am »
Thanks for the update.

We don't support VBR MP3s -- only 44.1 kHz MP3s with 16-bit resolution. I guess this is a moot point now, but we recommend Audacity to perform the conversion.

Or Format Factory! :)

This has been a fascinating read by all involved. There was only one post from Primary school which is the area i work in and so it would be nice to find out the best approach for getting young children involved.

I run a game making club but we're currently using KODU which, even though it's great and fun, doesn't have quite the same creative input as Stencyl and i'd really like to get the children making things rather than just programming them.

I wouldn't change anything. Before you invest time into adding all kind of features, you could start making a new game or a sequel. For your first game it is more than good, and it contains enough features.

That's my opinion ;)

You're a good man :) Thankyou!! x


Or it would be an even better idea to take this game maybe fix up a few things take your new knowledge and start fresh making a new game.  The more practice you get the better organized you will become and the faster you will be at improvising new ideas and interesting features to your game.

My sentiments exactly- no point labouring away at something that is really as good as it can get. It's like releasing your first music demo or recording your first song in that it needs to have space to breathe and just be allowed to be as it is. It was fun to make, feel happy it is what it is and it's good enough to play which is good enough for this game. The next outing will be much better!

This game is ultimately a platform to get my name across as a musician and artist.

Windows / Mac / Flash / HTML5 / Re: Heartstopper
« on: May 21, 2012, 01:30:17 pm »
This post was merged into this thread and may not fit in sequence with the rest of the thread.

Here's ours! It's called HeartStopper. Simple and throwaway but who cares!!! We had fun making it. We're pretty buzzed how it's our first ever game with no previous game development experience- Stencyl made our dreams into reality!!! :)

Have fun!

Jay and Tom

Ask a Question / Re: Lag Issues
« on: May 21, 2012, 02:36:17 am »
no i do not rob.

cole, i switched all my kill behaviors to recycle and all my create behaviors to create recycled to get ready for 2.0.

Did you get this sorted? I've been having a few issues with my game not running properly on older systems... just wondering if it's a similar thing and why that would be the case...

The idea is original, but to be honest, I can't really see this going anywhere. These kind of games are fun when you have to kill time while something is loading, ironically, you can't play the game while it is loading, even though that takes a massive amount of time.
One of the things I dislike the most is how slow-paced it is. Try to speed stuff up, make the waves faster and shorter, to have the difficulty increase earlier. It took me over 5 minutes to get through the first wave only, which just takes too long.
Furthermore, I think it's kinda unfair to have you combo-meter to stop at ×8. While we're at it, the '×' looks really off and could use some work, in my opinion. Overall, the game is kinda original, but not really that much fun, it'd be cooler if made everything go faster, although I don't think it will make the game much better as the over-all concept just needs a lot of work.

Thanks for your feedback! :) Even though it's a bit harsh and could have been worded a bit better (i'm a sensitive soul) i've been thinking about your suggestions and will be taking them on board.

The pace does depend on the spec of the machine it's being played on (for now at least) and needs to run at a framerate of at LEAST 30 FPS to get the best performance... trying to optimise it. It gets SUPER fast and if you haven't experienced the speed then it must not be running at full speed on your machine.

A higher combo would be fun i agree- noted.

Plus the loading time isn't that long... what's the spec of your PC?

All the Best,

Just realised it was the wrong version!! UPDATED :) x

Interesting game. I like the change of the faces when a part of the rainbow has been destroyed.
I also like the menu swapping, I looks very interesting and I didn't saw something similar until now.
Good job.

Do you draw the rainbow by coding or is it an assamble of many small actors that explode by collidion with a heart?

Glad you like it! :)

The rainbow is all actors that explode- wasn't sure how to do that any differently. x

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