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Messages - ashes999

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Archives / Re: Version control / Source control
« on: October 28, 2012, 02:52:00 am »
There also seems to be an issue with exclusions. Some files change a lot (such as scene thumbnails), and are even generated. It's not obvious which files these are; putting them in a directory like "generated" would make it more obvious.

Because otherwise, this makes each small change you make appear to be huge, and increases the chance of a conflict.

TLDR: if you delete or reassign a key, until you restart Stencyl, you will either still see the key (if deleted) or see the old name (if renamed)

Repro steps:
- Create a new game using the Jump and Run Kit
- Compile and play the game. Notice how you jump with Z.
- Click on the Settings button > Controls
- Delete duplicate definitions of keys (Z and X). Leave the Z instance called "jump."
- Rename "jump" to "Z"
- Delete "duck"
- Save and close all tabs if desired
- Click on Actor Types > Jumper > Behaviours

Here's where we find our juicy bug.
- Click on Jumping. Notice the jump key still says "jump." It should say "Z."
- Click on Ducking. Notice the key assigned is "duck," which you deleted.

Work-around: restarting Stencyl shows the correct keys, and assigns the ducking key to "No Control." Closing all tabs, closing the game, etc. doesn't seem to do this.

Ask a Question / Re: Creating a Common UI Across Levels
« on: October 23, 2012, 06:35:57 am »
Ah, interesting. I'll try that out and see how it pans out; thanks.

I assume you mean, they created a behaviour which contained three buttons and the text field -- and not three separate behaviours.

I'm used to thinking in terms of "this class creates all the stuff for the level" and having UI in one place. It's a bit strange that there's no concept of a HUD or GUI in Stencyl.

Ask a Question / Creating a Common UI Across Levels
« on: October 23, 2012, 03:38:07 am »
First, apologies if this is addressed in the Stencylpedia -- I went through the crash courses and didn't find the answer to this there.

How do I create a UI that's common across all levels, without duplicating it into each level?

Simply: if you look at Balls in Space, all rooms have the following elements right at the top:

- Room #
- Achievements button
- Mute/Menu button

How exactly did they do that?

Ask a Question / Re: Unable to submit Stencyl game to some portals
« on: October 23, 2012, 03:26:46 am »
The best thing would be to email them and ask them what the exact problem is.

Paid Work / Re: Need Insperation, And Ideas
« on: October 23, 2012, 03:25:59 am »
Be strategic and don't be a copycat. Come up with something very original and innovative, and do THAT, instead of copying well-known genres.

Archives / Re: Version control / Source control
« on: October 21, 2012, 05:55:12 pm »
@Joe if you guys are taking notes, I have a couple of suggestions that will make a huge difference.

1) Be version-control friendly. What this means is isolation of data and data structures; if two developers make very different changes, they should be able to merge them together. Usually, this means using text file formats, and keeping changes isolated (eg. global data in a global file, scene data in individual scene files)

2) Think distributed. For example, two users generate a new level; if both files are called level_2.xml, you'll get a conflict. Compare this to GUIDs, which are independent and don't collide.

Anyway, I hope to hear more about this topic soon.

Archives / Re: Version control / Source control
« on: October 21, 2012, 06:14:42 am »
Just to clarify, I'll test out how well merging work between users works before I post back -- I'm more interested in that than an actual extension, since I use Hg.

Archives / Re: Version control / Source control
« on: October 21, 2012, 06:09:14 am »
Are there any updates on this? I'm new to Stencyl, and looking for this, too, since we're four developers. Stencyl doesn't even tell me where it saves my project files (Application Data\Stencyl\...).

I didn't see any other threads on this topic -- sorry to revive an old thread.

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