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Messages - dennislee

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Stencyl Jam 12 / Creeps and Candies
« on: April 30, 2013, 10:44:34 pm »
Game:

http://www.stencyl.com/game/play/18791

Description:

Creeps and Candies is a game where you defend an objective from creeps! Kill creeps by tapping them or using candies that have special effects. Candies can be bought money received from killing the creeps.

As the game progresses, there will be stronger creeps but you can take them on by upgrading your arsenal!

Final comments:

I feel that this concept has a lot of potential but sadly I didn't have enough time to implement everything I wanted to. Some of those included resource generators, walls and towers and many more.

Special thanks to Tomas Maul (https://soundcloud.com/tomasmaul) for his soundtracks (used with permission).

Screenshot:

(It's quite a fast paced game so I couldn't grab better screenshots :P)


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Ask a Question / Questions on tweening
« on: April 25, 2013, 11:40:49 am »
1. Are there any effects if I use a tween effect with a 0 second duration? Why does stencylpedia recommend doing it over a small value like 0.01 instead?

2. Is there a way to determine when a tween effect ends (fade in/out and grow in particular)?

3. If I use a 0.01 tween duration, I find that I need to add a few extra blocks of code to hide the sprite when created and show the sprite after 0.1s. It does this for about 3 times for 3-4 actors per scene. Does this affect performance?

Thanks

3
Ask a Question / Reuse scene or create new scene?
« on: April 15, 2013, 12:18:13 pm »
I am planning to have a few sets of stages for a game I am making but for one set, I plan to have the same background. Should I try to have only one scene to be reused for every level in that particular set or would it be within feasible loading times if I were to use a same but new scene for every level of that set?

e.g. 5 levels for set 1 so 5 scenes

4
Ask a Question / Re: Overlapping on the same layer
« on: April 07, 2013, 08:37:30 pm »
If you want to have access to the 'Z' axis for an actor, then one easy way to do it is to assign an actor value to each actor as it is created (screenshot attached). The actor with the highest Z value is the one on top.

In the example, the [do every] block simply creates an actor every second, and the [if <coin_Z>] block ensures that only 4 actors are created.

The important instructions are the blue [set actor value] block and the green [increment] block.


Thanks for the suggestion. I have a question on how Stencyl handles concurrency; if I join 4 create blocks consecutively, does Stencyl execute each block from top to bottom or all of them at once? I imagined that it could cause potential problems if the last created x captures something else that could be created at the same time (such as the Z value).

5
Ask a Question / Overlapping on the same layer
« on: April 07, 2013, 07:11:50 pm »
If I were to create a lot of actors of the same type and have them move about while occasionally overlap each other on the same layer, how do I detect which actor will be the one "on top"?

What my problem is; The actor will produce an action e.g. death when the actor is clicked but when two copies of the actor overlap each other and the one "on top" is clicked, both actors respond. Adding more layers might not solve the problem as the more actors are produced, the occurrence of overlapping increases.

Any ideas?

6
Stencyl Jam 12 / Re: CoinCollect!
« on: March 29, 2013, 10:12:50 pm »
Very interesting concept and design. Good work!

7
Resolved Questions / [Solved] Creating a bomb explosion behavior
« on: March 13, 2013, 07:48:48 am »
Hi people, I am trying to create a bomb explosion behavior but I have ran into a few problems.

Below is one of the algorithms that I tried:

1. Create bomb actor at (x,y).
2. After ... seconds, trigger "detonate".
3. When "detonate" happens, switch animation to "explode" and create region at center of actor.
4. When "enemies" enter last created region, kill "enemies".
5. Recycle actor and delete last created region.

The problem that showed up was something along the lines of "cannot add listener function to null region" and I'm guessing that it's due to the temporary existence of the explosion animation window.

I tried creating the kill region when the actor is created and that seemed to work but not in the way I want it to (i.e. killing the enemies before the exploding animation appears)

I thought of another way where I create the region with a size of 1x1 when the actor is created and resize it when the exploding animation plays but that did not seem to work.

I would love to show the code but it's in a jumbled mess with other experimental methods (might do more harm than good).

Need help!

***

Edit: I finally found a fix although it may not be the best one. In case anyone else is wondering, I increased the offscreen bounds and created the region at the very last coordinate and when "detonate" triggers, the region is simply set to follow the actor.

If anyone else has a better solution, I would love to hear it.

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