12/18/2023 0 Comments Actor groups stencyl![]() ![]() Each Layout can have it's own Event SheetĢ.2. While working with C2, I realized that it uses a different approach:Ģ.1. Stencyl-Behaviors (Scenes, Actors) can be exported and re-used in other projects The developer can write Actor-Behaviors in Stencylġ.7. The developer can write Scene (Layout)-Beviors in Stencylġ.6. Actors (Sprites/Objects) do have behaviors (similar to C2)ġ.4. Scenes (Layout in C2) have an Event sheet. Stencyl has several places where the developer places his "code":ġ.1. And while missing things, I thought I could ask if there's something similar in C2? Okay, to make a long story short: I noticed some major differences between C2 and Stencyl and some things I miss. While still loving the product, I had to look for another choice and ended up installing Parallels / Windows on my Mac to give C2 a chance. GameSalad feeled a bit limited to me and Stencyl 3 offered HTML5 export during the beta phase, so I gave it a chance and did four titles with it (a flash title for a GameJam and three mobile games) and a number of HTML5 prototypes, but at the end of the beta phase Stencyl dropped the (always limited) HTML5 support. Working on a Mac, Constuct 2 and GameMaker dropped to the end of the list, GameMaker to the very last place beeing very expensive for what I was looking for. I was looking for a framwork to develop / draft out new HTML5(!) games quickly and while looking into several tools some years ago, a ended up with GameMaker: Studio, GameSalad, Construct 2 and Stencyl. Third: I searched the forums and read almost every page of the manual, a book about C2 and approx 1248 tutorialsįourth: in my day job, I am a Product Manager and Java / Groovy / Grails developer, focussing on mobile (cash) games, gambling websites and their backends ![]() Second: If this isn't the right board, please move the thread accordingly Everything else will operate normally, including the player.First: my apologize for every typo / mistake, english is not my first language. Who said that pausing had to be used just to pause the game? Let’s use pausing to create a Pause “Spell”, one that causes all enemies in a scene to freeze temporarily.Ĭreate a game in which picking up a “timer” item will, for 30 seconds, cause all enemies to freeze up. Pausing stops updates to actors but does not affect scene behaviors/events.This part darkens the screen a little when while the game’s paused by drawing a semi-transparent black rectangle on top of everything.Īs mentioned above, drawing events happen regardless of paused state. Put this inside a scene behavior, or else it will stop working once the game is paused, leaving you stuck in the paused state. This part toggles between paused and unpaused when you press the spacebar. Select “No” for the Can be Paused? option.Įxample: Simple Pause/Unpause Event 1: Toggling the Pause State To opt an Actor out, flip to its Physics > Advanced page. Opting Out an Actor (Staying Active)Īctors that opt out of pausing will remain active while the game is paused. Otherwise, the button itself will be frozen and unable to receive click events. When pausing using a pause button actor, do not forget to opt the pause button out of pausing. All Drawing events still happen (but paused actors will not animate).All When Updating events for Scenes will continue to happen.All physics for Actors will be paused (unless opted out).All Do Every and Do After events for Actors events will stop happening.All When Updating events for Actors will stop happening (unless opted out).What exactly is paused and what remains unpaused? To pause and unpause the game, use these blocks under Scene > Game Flow. This approach gives you full control, and at the same time, it minimizes the amount of work on your part. We opted for a simple approach to pausing: Pausing is such a common feature that we decided to include it in the Stencyl engine itself.
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