Sunday, 16 March 2025

Lardball development page

Lardball 
Lardball development page can be found at bottom of this blog. Dont want this page link to be shown in the top part of this blog. 

new Stencyl topics
Typing feature version 2: 

Drawing lines without G


Sunday, 9 March 2025

Stencyl topic update 2025C09

Apologies
Sorry for the missing part of the settings. - controls 

Topic updates: 
added controls section to the settings sections. 



added links to the settings page
added explaination of Conte.get_AG("object") at the bottom of the page

added links to the settings page
application: custom gender 


Sunday, 23 February 2025

New Stencyl topic: drawing with no G - texts version 2

Apologies
It appears we have lost all views and isolated since the last post. We apologise for all the mis-understanding over Kongegate. But we do mean HTML5 format releases refuse to load unless it is publushed on website. 

The Stencyl topic. 
This is an optimised version if the text drawing without G and less dependent on some  caches that would actually slow the game down and cause some bugs. https://stencyl-nator.blogspot.com/p/drawing-without-using-stencylgraphicsg.html

Lardball
As said before , the larbdall will be developed anyway. as there re sufficient stories to start developing.
The story line is inspired by what has happeded in Nauru. 

Game development page and progress tracking, mid Ramadan. 

Friday, 21 February 2025

Stencyl topic update: Text drawing without G for Stencyl 4.0 - FLASH VERSION

 It has a month since there is the last post. The flash version of Prosperity Valley in was compiled in flash to see if we can optimise the game with JPEXS FFDEC the same flash decompiler we used to hack Gemcraft Chasing Shadows and GemCraft Frostborn Wrath resulting in easier and optimised gameplay. 

This is because we cannot play the game on the computer without the Stencyl Software the StencylWork HTML5 version without publishing on Kongregate.  

About the Stencyl Topic. 

FLASH VERSION
package scripts;

import com.stencyl.Config;  
import com.stencyl.Engine;
import com.stencyl.models.Font;
import openfl.display.BitmapData;  
import openfl.display.Graphics; 
import openfl.geom.Matrix; 

class F 
{
public var gr:Graphics = Engine.engine.transitionLayer.graphics; 
public var a:Float=1; public var c:Int=16777215; public var l:Int=-1; 
public var m:Matrix= new Matrix();  public var s:Float=1;   
public var f_de:Font = new Font(-1, 0, "", true); public var f_cu:Font = new Font(-1, 0, "", true); 
public var fontdata: Array<BitmapData> = []; 
public function new(){}

public function ds(s:String,x:Float,y:Float):Void
{
if(this.f_cu == null ||""+this.f_cu == "undefined"){this.f_cu = f_de;}
this.m.identity(); this.m.translate(x,y);
var toDraw:BitmapData = null;
var w = this.f_cu.font.getTextWidth(s,this.l,this.s);
var h = Std.int(this.f_cu.font.getFontHeight()*this.s);
if(w > 0 && h > 0)
{
// the highlighted is the oens being changed for flash version 
this.fontdata = this.f_cu.font.getPreparedGlyphs(this.s,this.c, true);
 toDraw = new BitmapData(w, h, true, 0);
 this.f_cu.font.render(toDraw,this.fontdata, s,this.c,this.a, 0, 0,this.l,this.s, 0); //0, false
}
if(toDraw != null)
{
this.gr.beginBitmapFill(toDraw, this.m, false, Config.antialias);
this.gr.drawRect(x,y, toDraw.width, toDraw.height);
this.gr.endFill();
}
}

public function g_textw(s:String):Int{return this.f_cu.font.getTextWidth(s,0,this.s) + this.l*s.length;}

For HTML 5 versions and other details

Sunday, 26 January 2025

New stencyl topic: code search bar

Apologies for some mistakes in some pages
New Stencyl topic  code search bar

In short,the usage of the search bar are
- error checking - to see some typo or something forgotten to change. 
- navigation - the search bar can also act as an elevator for the code along with comments.  

Stencyl topic update: 
chaged ActorScript to Scene Script. 

Saturday, 11 January 2025

New stencyl topic - indivudual snippet - set game attribute.

New Stencyl topic in individual snippet section. 

In this case: 
game attribute name: gender 
game attribute type: String / text. 
game attribure value: osama bin laden. 

codes (Haxe)
Preview code in design mode: 
Engine.engine.setGameAttribute("gender", "osama bin laden");

shortcut 
Engine.engine.gameAttributes.set("gender", "osama bin laden");


fixed some typing errors and highlight smoe texts. 

Thursday, 9 January 2025

Wednesday, 8 January 2025

Stencyl topic updates: 2025A08

 Topic updates
Added link to Custom blocks
Added sub-sections collisions and actors.   

Added Introductions
Added link to Design mode

3. so-called infinite (which is not) scene rendering for multi-actor/multi-tile objects.  

Game development progress
Prosperity Valley
allies: none 
character design: none 
enemies: none 
inverntory: none - concept success
scene rendering system: in progress
- terrians: complete
- object: in progess, making save data and load data 
- regeneration: none

quests : none 

The watered down version will be developed anyway (Lardball). The character are as fat as a queen sized bed. This game will be easier to develop than wha we are developing right now. 

  Will not be talking about MapleStory Mosnter Edition. (characters span multiple tiles) and any of the old abandoned projects before Prosperity Valley gets to a playable state. 

Tuesday, 31 December 2024

New Stencyl topic: - initial stat settings

 Happy New Year
New Stencyl Topic - initialie character settings 

This feature is done before the full check on the previous feature is to see the maximum player speed defore the game breaks down. We have also witness that rendeing system  https://stencyl-nator.blogspot.com/p/endless-scenes.html with upd rate up to 100 hz will not produce significant lag (Ryzen 5-4600H). The upd rate was once every 0.15 seconds which is shown in this code. 

Many of our upcoming stencyl topic will be using https://stencyl-nator.blogspot.com/p/drawing-without-using-stencylgraphicsg.html instead of starndard drawing provided by Stencyl. 

Sunday, 3 November 2024

New stencyl subtopic: so-called endless scenes - multi-tile objects

 After 1.5 years of attempts including 2 failures, in the 3rd attempt we have successfully created the multi-tile rendring system for so-called endless scene which is technically not as int only let us go up to 2.1 billion tiles in each direction.   

In the previous attempts we use 1 actor multi tile which has a difficulty in post-creation. This sucessful attempt we use pre-creation logic. The next part of the multi-tile system is interaction. where players will interact with 1 object but multiple actors. 

this page is very long because of the codes thus laggy to edit.  

other topic updates. - diagnosis data
added some basic explanation