![]() To communicate your 90th birthday wishes, here are some great birthday sayings that are fun and cheerful. Well, unless you call your behaviors like "Behavior 1", "Behavior 2", etc.It can be difficult to write 90th birthday messages for 90-year-old when you think of all that person has seen and experienced in their lifetime. No more scrolling up&down and wondering where you added the shooting code like in TGF's so called "Event Editor". This way you can always find code fragment which you need to see - you know that shooting code is in "Shooting" behavior rather than in "GUI Manager". Instead of this you can write specialized behaviors which do only one thing and nothing more and assign them to actors (actor behaviors), or to scenes (scene behaviors). You don't get cluttered, 60 screen long event mess, like in TGF. Code in Stencyl is also better organised.Also, at the same time you may design levels solely with actors, just like with active objects in TGF. The tilesets let you make levels easily without worrying that part of platform will be 1 pixel off and will block movement of player. Stencyl has better level editor than TGF.It's not either bounding box or pixel-perfect like in TGF. In Stencyl you have complete control over your actor (stencyl equivalent for Active Object) collision box. No more dummy actors used only for getting object collisions right.True, it has some minor flaws, but also has great advantages over TGF, like: ![]() The scene code of TGF/MMF2Dev (used only those two, but since they have similar eventing system, I assume TGF2's look same) gets even more complicated for games like Shmups, or bullet-hell games. is needed for most platformers, because TGF built-in platform movement plainly sucks - Even Zed, platformer which comes with TGF1, not sure about TGF2 has custom one) and/or bonuses. Imagine what you'd have here if you wanted to use custom movement (which btw. restart level/scene/frame| |Īnd that's only with built-in bouncing ball movement and no bonuses."Ball" leaves screen on bottom |Subtract 1 live| |."Ball" collided with "Block" | | | | |♻ounce| |♽estroy | ♺dd 5 |."Ball" collided with "Paddle" | | | | |♻ounce| | | |.Standard TGF stuff | Ball | Paddle| Block |Score Counter| No, instead of this you have massive scene/frame/level (don't remember which name is used in TGF, because I used it and MMF2Dev long time ago, probably frame) script where you make things like In TGF coding is very illogical - you can't make specialized behaviors for things that only specified object will have to do anyway (for example ball in arkanoid). Stencyl allows to code games in AS3, but it's not needed. Well, as I said Stencyl is 100000000x easier to use than The Games Factory, because you don't have to care about, for example, physics (or any other basic thing) thanks to built-in Box2D.Īlso game coding part is much easier too, thanks to Scratch-like blocks interface. So unless they come out with a special version for NG that comes with special stuff, the NG staff probably isn't going to make a special forum for it. I think the only reason The game factory got it's own forum is because it's really easy to use and they make a special version of it just for Newgrounds that comes with the Newgrounds API and I think it comes with a lot of other stuff as well that the normal demo on Clickteam's website doesn't come with. If anything, Flixel would probably get a forum first, and I doubt that will happen.
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