RPG Platformer Kit

tabletop

  • Posts: 343
Ive noticed the FPS is sorta all over the place, this might have to do with the overload of behaviors and the inability of stencyl's hardware to run all this complexity smoothly.

Luyren

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  • Posts: 1856
Ive noticed the FPS is sorta all over the place, this might have to do with the overload of behaviors and the inability of stencyl's hardware to run all this complexity smoothly.
I'm getting 60 FPS all the time, and the sample actors are not using a lot of behaviors. Did you add anything to the scene? o_o"
I have my Stencyl behaviors and resource packs available here: https://luyren.itch.io/

tabletop

  • Posts: 343
Normally its fine, however simply adding 3 monsters (the turrets) causes the FPS to plummet.

Luyren

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  • Posts: 1856
Justin asked about the behaviors I'm working on. Since it's related to this kit, I'll post the screen shots here.

It's a behavior that simulates the events page of RPG Maker. It's part of the cutscene thing, but can be used standalone to configure an NPC with branching dialogs, a treasure chest that requires an item to open and all that stuff. Heck, you can even use it to configure an enemy pattern (like goof around for 2 seconds, jump, use skill, repeat).

I'll try to show a demo of it working this weekend.
I have my Stencyl behaviors and resource packs available here: https://luyren.itch.io/

tabletop

  • Posts: 343
This seems very useful, especially for maybe boss patterns that are set patterns and adventuring stuff like treasure chests, etc. im really looking forward to seeing it in action

Luyren

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  • Posts: 1856
Demo delayed. It was almost done, but I hit a big issue just now, and I'm still brainstorming on how to solve it. I'll only have more time to work with SW next weekend, sadly.
I have my Stencyl behaviors and resource packs available here: https://luyren.itch.io/

tabletop

  • Posts: 343
Yeah, I think schools starting for all of us this week lol.

chaosoul

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  • Posts: 260
Damn lucky guys I started school on the 22nd last month.
COOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESS

Luyren

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  • Posts: 1856
Little demo.

Dialog Interface is still buggy in some points, I have to work on it some more.

Press C near the NPC to start conversantion, X to accelerate the dialog, C to select an option when prompted. Attached, is the NPCs behaviors page, and how it's set up in the Cutscene Sensor behavior. Notice that it has more behaviors to configure options and dialog.
I have my Stencyl behaviors and resource packs available here: https://luyren.itch.io/

tabletop

  • Posts: 343
The dialogue runs quite smooth. I like how not only can there be yes or no options, but there could also be a load of text before it comes up lol. Would there be a way for accepting yes to like, activate a quest or enable something or trigger something else or such?

Luyren

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  • Posts: 1856
Would there be a way for accepting yes to like, activate a quest or enable something or trigger something else or such?
Yes. The next thing I'll do (with Strasteo's help) is a demo of a little quest of it working. The yes or no option can be anything you like actually, you can even have more than 2 options. The NPC has a behavior to set either a local value or a global value when you select an option. In this case, it is setting a local value, and we use this value to check wich line of text to go after the option.

The possibilities are endless! The limit is your imagination.
I have my Stencyl behaviors and resource packs available here: https://luyren.itch.io/

tabletop

  • Posts: 343
Would there be a way for accepting yes to like, activate a quest or enable something or trigger something else or such?
Yes. The next thing I'll do (with Strasteo's help) is a demo of a little quest of it working. The yes or no option can be anything you like actually, you can even have more than 2 options. The NPC has a behavior to set either a local value or a global value when you select an option. In this case, it is setting a local value, and we use this value to check wich line of text to go after the option.

The possibilities are endless! The limit is your imagination.

Looks really good, certainly looking forward to see it come together.

Luyren

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  • Posts: 1856
Progress so far.
C to attack
X to jump
Z to run
Up to enter the door and talk to the NPCs
Enter to call the menu, attack to select an option (only item is available)
In all menus, X confirm and X cancel.

What's been done:
Defense behavior
Ground Combo Behavior
Buy and Sell behaviors
Update on various other behaviors.

In this demo, you can kill the slimes to gather experience and farm Gold Apples. Sell the apples to the merchant, and you can buy red potions. Talk to the red head and you can recover all your health, for a fee.

Known Issues: if you save, then return to the title and try new game, the actor won't be created. I'll check if there's a code call to return all game attributes to the default value, that would be ideal.
If you try to talk with a NPC whilw walking, you won't stop.

I plan to finish the Equipment Menu before uploading the updated kit.

« Last Edit: October 09, 2011, 03:12:04 pm by Luyren »
I have my Stencyl behaviors and resource packs available here: https://luyren.itch.io/

tabletop

  • Posts: 343
Update was epic as hell, looking forward to using the kit. Would there be a way to make the inn spawn the player in a different room per say?

Luyren

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  • Posts: 1856
Yes. The command to switch scene has parameters to create an actor at the new scene at the desired position. I was just too lazy to create another scene for that. =P
I have my Stencyl behaviors and resource packs available here: https://luyren.itch.io/