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Messages - Rocktapus

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1
Ask a Question / Re: Game Mechanic help
« on: May 26, 2021, 12:25:39 am »
Thanks Liberado

2
Ask a Question / Re: Game Mechanic help
« on: May 21, 2021, 09:02:37 am »
Thanks to everyone who replied.  :)

I've managed to achieve the effect I was looking for using the Image API. I'd been trying something similar to Luyren's suggestion (enlarging an actors collision box, fixing other actors to it and then rotating them all by the bottom box) when it occurred to me that the image API would be perfect for this and cut out my need to manually fix each the actors together.

In the end I just used a single block actor that I then add image instances to and it all rotates nicely around the same axis. I can even store the images in a list so its easy to add and remove them.

Liberado -Your mastery of the joints extension never ceases to amaze me. I messed around with a similar idea for far too long and wasn't able to achieve and effect anywhere near as nice as this. Would you mind sharing how you did it? Is it just a single weld joint attached to the centre of each block? I tried both one and two joints and couldn't get anything this stable. Also would you mind sharing how you rotate the structure, are you applying a push force to one of the blocks or is it a rotating?

Thanks

3
Ask a Question / Game Mechanic help
« on: May 19, 2021, 10:11:42 am »
Hi everybody.

I've been tearing my hair out trying to figure out how to get this to work for the last few days and I was hoping somebody here might be able to me.

 I'm trying to build a mechanic similar to the one in those bridge crossing games where the player grows a bridge and it falls to the right to cover a ravine  - sorry I can't remember the name of the game but I've attached an image that gives the general idea.

Basically I want to grow a tower along the Y axis to a custom height and then have it rotate exactly 90 degrees to the right and I'd prefer not to use the drawing blocks as I'd like to have a collision happen somewhere along the tower.

Sounds simple, or so I thought.

I started by trying to use joints to hold several small blocks together to form the tower but that proved unstable using both weld and / or distance joints. I've also tried just using coordinates to hold them in place but the math got too complicated when I tried to rotate the tower. I've also tried using the extensions to change the actors collision box size and origin point but neither worked.

Basically this is driving me a little crazy as I think it should be fairly easy to do but I just can't seem to find a way. If anybody can point me in the right direction or has any ideas it would be much appreciated.

Thanks 
John





4
I would start by checking out the behaviors that are pre packaged with Stencyl, there's one called "Follow Target" that should be close to what you're looking for

5
iPhone / iPad / Android / Er'body Swing - Out Now on iOS
« on: April 27, 2021, 03:20:11 am »
Hello everybody

We've finally got round to releasing our first mobile game Er'body Swing. It's available now on the App Store and we would be super happy if you decided to check it out. It's a casual game with cute graphics and what we think is a fairly unique gameplay mechanic.

Cheers John

https://apps.apple.com/us/app/erbody-swing/id1464651442


6
Ask a Question / Re: help
« on: September 24, 2020, 12:06:36 am »
Hi, welcome to Stencyl

Please try the following

1) Drag the red Stencyl Icon out of the folder and place it on your desktop
2) Drag the red Stencyl Icon bag in to the Stencyl folder
3) Double click the red Stencyl Icon

Hopefully this should let you run the program

7
Chit-Chat / Is this visual style achievable in Stencyl?
« on: September 01, 2020, 04:34:24 am »
Hi Everybody

I have been playing around with an idea for an RPG for some time and I would love to have something that looks like game in the attached video. Does anybody know Is this possible in Stencyl? I have read through the game maker tutorial used to make the demo an I think I understand most of it but I'm just not sure how to start transferring those ideas over to Stencyl or if its even possible.

https://www.youtube.com/watch?v=H398sivN-eA&t - Video

https://www.yoyogames.com/blog/458/z-tilting-shader-based-2-5d-depth-sorting



Thanks


8
Ask a Question / Re: Scaling game up in HTML 5
« on: August 04, 2020, 05:47:04 am »
Hi

Not sure its quite what your looking for but you can add this line to the advanced OpenFl settings to make the game resizable. I tried playing around with it to get my game to default to fullscreen for mobile but didn't have much luck.

 <window resizable="true" if="html5" />

Shout out to BMJ on the issue tracker for the info. You can see the thread here;

http://community.stencyl.com/index.php?issue=1124.0

9
Ask a Question / Re: need help with tileset
« on: July 17, 2020, 01:44:42 am »
Hi

Have you checked that the size of your tiles is the same as the "Tile Height" and "Tile Width" of the tiles in your scene? You can check under the Edit Scene Properties tab.

 I'd also check that you imported the tileset at the right size. When you imported it was the "Scale" option in the Import window set to 1x or 4x and does this match the size of your tileset.


10
Chit-Chat / Re: Gameplay footage from a mobile game for social media
« on: July 10, 2020, 04:32:01 am »
Thanks for the replies.

I think twitter video might have something to do with it so I'm going to concentrate on gifs going forward. I'm going to give ScreenFlick a try and see what happens. My main issue now is the game is designed to work on mobile and it still looks a little washed out on my desktop.  I'll try a few gif conversion routes and report back if I have any success.

11
Chit-Chat / Gameplay footage from a mobile game for social media
« on: July 08, 2020, 04:18:39 am »
Hi everybody

Does anyone have any tips for getting good gameplay footage from a mobile game and posting it to social media (Mac only)?

My current set up is to use the iPhones inbuilt screen record function edit the footage in iMovie and post it to twitter but the video quality is pretty poor and the colours aren't great (this could be twitter though). I've even converted the video to a gif but it still doesn't look as crisp as it does on the iPhone. I see people posting high quality gameplay footage and gifs to twitter all the time but I can't seem to crack it. Does anybody have any tips or can they share their workflow.

Thanks in advance

John

12
Ask a Question / Re: [solved] The font is being cut off in half
« on: July 06, 2020, 03:05:07 am »
Hi

I'am having the same issue but I don't see an option to set "line height" anywhere. Could anybody point me in the right direction?

Thanks

Edit: Why do I always spend an hour looking for it then find the answer 10 mins after posting?

For anybody looking for the answer its in the EDIT PROPERTIES option of the font.

13
Hi Jovial

I think the simplest way working with the code you already have would be to use a variable to control whether or not the updating event is ran.

 Add an "IF" wrapper with local variable to the top of the update event called something like " Win";

If (win = false) - run update code

Then when you character enters region 0 immediately set this variable to True to stop the update code from running and then set your animations as you would like.

Hope this helps

14
Ask a Question / Re: Text
« on: June 04, 2020, 01:11:31 am »
Hi Skypilot

If you just want to put together a text adventure game without any coding or messing around with the engine I would look at Twine. its an amazing piece of software designed to make text based games (and its free). Stencyl is awesome but I just found the blocks too cumbersome for a full text based game.

https://twinery.org

15
Ask a Question / Question about desktop screen size
« on: May 18, 2020, 04:32:54 am »
Hi everybody. I've been searching the forums and the web but can't really find a conclusive answer and was hoping somebody might be able to help  / point me in the right direction.

I'am wanting to start a desktop game but  struggling with what dimensions to make my screen size. The game is in a top down rpg style with a 32x32 tileset and I would like it to have a Stardew Valley feel when it is finished and run in full screen mode.

My current set up looks like this

Tile size : 32x32
Screen size : 1280x720
Scale Mode : Scale to Fit (Full Screen)

Could anybody who has made a desktop game tell me if this appropriate or point me towards a helpful resource?

Thanks and stay safe

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