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Messages - LewCorp

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1
Ask a Question / Re: Is there anyone?
« on: December 08, 2014, 12:34:45 pm »
Is there a point when Stencyl has one built in?

2
Ask a Question / Re: Question about changing the center of gravity.
« on: December 06, 2014, 03:30:31 pm »
Cheers man!

3
Ask a Question / Re: Question about changing the center of gravity.
« on: December 06, 2014, 12:53:40 pm »
That's exactly what i'm looking for! Anyway I could have the example game, so I know what to do?

Thanks!

4
Ask a Question / Re: Question about changing the center of gravity.
« on: December 06, 2014, 06:24:41 am »
Yeah I can wait, thanks so much for your help and good luck on Ludum Dare!

5
Ask a Question / Re: Question about changing the center of gravity.
« on: December 05, 2014, 03:55:20 pm »
And then just change the Collision Boxes under Actor's Options. Make them curved around the edges.

Something like If within Range of Planet Center, and not within range of bump or slope on surface of Planet,
have Actor angle Look at Center of Planet and gravitate/move toward that, (make sure rotation is on so character will angle)
Otherwise If within range of bump or slope or whatever obstacle on surface of planet, set to Look  at Center of that object.
Otherwise set gravity to zero and angle toward direction pressed (so can spin the character while flying thru space) and set a movement in that direction if you have on jetpack.

A customized gravity/acceleration would be best as things like the 'push this actor by this force' oftentimes lead to some nasty glitches which are more trouble than the seeming ease of "I'll just use this ,it's already there" form of lazy mentality is worth.

The bullet/missile's speed and angle along with planet gravity will probably be factor in making it continuously spin around planets, but to make it drop to the planet, you may need to add something extra like friction where there is a steady decrease
of speed so gravity pulls it in more after time. Satellite + Friction = plummeting to Earth? I'unno .. heh.

All this is a lot easier said than done, but hey, it's fun to say it.

Would this do exactly what i'm asking?
If so would you mind setting it up in blocks for me? I'd be extremely appreciative!

Thank-you so much for taking the time to help!

6
Ask a Question / Re: Question about changing the center of gravity.
« on: December 05, 2014, 03:53:33 pm »
I have done something very similar to this in a different programming language before and basically you have to implement your own custom gravity system. You can point towards the closest planet (if you have multiple) and you apply a for pushing the actor to the point. I believe Stencyls collision system should be fine for this but when I made it I used distance from the center to define collision.

For motion you get the position you are at and find the distance from the middle then you move so you are still that distance from the middle but more around. (This can probably be explained better if you want).

NB: if you have multiple planets you can be more complicated by using theoretical mass and therefore gravity etc. but I'm not sure how complicated you want it so I won't go into that yet.

Considering the fact that I am going to have multiple planets, then I am thinking of that my character will take off in a rocket from x planet, then fly up and see a bit of space until it gets very dark, and then do a seamless scene switch to outer space where you can then fly up down left right and go to a planet, and depending on which direction you go, then the scene will switch to that planet scene (but I can do that by myself)

What I do need to know is how to exactly what you're saying. Any way you could go into detail and perhaps show me how to setup the blocks?

Thanks for taking the time to help!

7
« on: December 05, 2014, 01:26:29 pm »
Hey there! I am making a game with planets in it. I would like my character to walk all 360 Degrees around the planet without falling off. I want the character to be upside down when on the bottom of the planet, and sideways when on the left/right side of the planet, and of course standing upright when on top.

I also want: when a bullet is fired from the character or enemy, then it travels around the planet for x-amount of time and then self-destructs.

Anyone know how this can be done?

I have attached a picture in case its hard to understand!

Thanks for the help!

8
Game Art / Re: Dynamic lighting in 2D games with Sprite DLight
« on: December 04, 2014, 02:17:38 pm »
Thank you guys

Sprite DLight doesn't actually provide any shader code to implement dynamic lighting in game engines, the output of the tool is still images.
However, any normal map shader will work.

@LewCorp: Thanks for backing
I guess you found the difference, but for future readers of the thread a very short summary:
Sprite Lamp combines 2-5 hand drawn lighting profiles to a normal map.
Sprite DLight automatically generates a normal map from an existing sprite.
The fact that it generates them automatically is amazing! Nice job and keep up the good work!

9
Game Art / Re: Dynamic lighting in 2D games with Sprite DLight
« on: December 02, 2014, 01:25:50 pm »
Just out of personal interest, is this very similar to Sprite Lamp (www.snakehillgames.com)?

If not what are the differences? I'm asking because I am planning on investing in a sprite dynamic lighting tool soon, and I would like to know which one to choose.

Thanks!

I just looked at the kickstarter page and this looks amazing! BACKED!

10
Game Art / Re: Dynamic lighting in 2D games with Sprite DLight
« on: December 02, 2014, 09:07:24 am »
Just out of personal interest, is this very similar to Sprite Lamp (www.snakehillgames.com)?

If not what are the differences? I'm asking because I am planning on investing in a sprite dynamic lighting tool soon, and I would like to know which one to choose.

Thanks!

11
Ask a Question / Re: Creating Visual Novels
« on: November 28, 2014, 04:54:42 pm »
Haven't checked lately, but isn't there an example game on Stencyl Forge with that features a book?

12
Resolved Questions / Re: How to have and use custom lives
« on: November 28, 2014, 04:48:59 pm »
Thanks so much for your help!

13
Resolved Questions / Re: How to have and use custom lives
« on: November 24, 2014, 09:24:18 am »
Really bad at this type of stuff. Could one of you please show me how i'd do this in the Design Coding mode?

I'd be really grateful!
Thanks!

14
Resolved Questions / Re: How to have and use custom lives
« on: November 23, 2014, 01:13:53 pm »
Currently I do not have health set up at the moment, but in the past I have set up the "Draw Health Behaviour".
For my current game though, i'd like to be a little more creative and make a custom health system that basically uses the classical heart system. So that every time my character is hit he looses 1 out of 3 hearts.

15
Resolved Questions / [SOLVED] How to have and use custom lives
« on: November 23, 2014, 09:34:01 am »
Helllo,

I have made my own hearts for my character in my game. I would like to know how I would use them in my game so that every time he gets hit one of the hearts go away- and once he has no more hearts left, then he dies. (he will have 3 hearts)

Thanks for the help!

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