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Messages - Galdon2004

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1
Ask a Question / Re: Key Rebinding options
« on: May 29, 2020, 08:57:25 pm »
I am having difficulty with the new versions of the behaviors. player control behavior stops the protagonist from moving again. I remember I had to tweak it before to make it work, but I am having trouble finding the old thread on that. The search function finds some of my oldest posts but none of my newer ones...

Edit: I think I figured the issue out and have it back to "stable" but with nothing set up. I ran the game but the log does not display anything when I press controller buttons. So, I have no idea what to set the global list variable values to. Would it be easier to use your behavior just for they keyboard and use the stencyl blocks for editing the gamepad? If so, how would I set it up just with the keyboard?

My attempts to tinker on my own are not going great so far, unfortunately. I'm a fairly visual learner so the text instructions seem not to give me a good idea of what things will look like when they are working and how to get them there.

2
Ask a Question / Re: Key Rebinding options
« on: May 29, 2020, 06:32:47 pm »
So, I'm not sure if I understand your instructions. So, before I try it, I want to clarify; so I should make a new version of the game from the backup, so I have two versions of the game. Remove Misc from the new one, then install Cutscene into it. Then re-implement the behaviors I was using that came from Misc using the first version as a reference?

Also, am I understanding correctly that the behavior will automatically handle the keyboard then, and the global attribute is for the gamepad? Or is there anything else in the behavior I need to set up for the keyboard. I am planning for gamepad controls as well but since I will also be exporting to web format I need to be able to allow key rebinding on the keyboard.

3
Ask a Question / Re: Key Rebinding options
« on: May 29, 2020, 06:40:59 am »
I've attached the two error messages. I currently have the game reverted to a backup so I can keep working on it while trying to troubleshoot. I am using 4.0.2, and I didn't delete any behaviors from the pack when I imported it. If it's relevant, I am using your utility pack and your misc behaviors pack, in case either of those cause conflicts.

When you say game pad, by the way, does that include keyboard?

4
Ask a Question / Re: Key Rebinding options
« on: May 29, 2020, 05:26:06 am »
Thanks, I was able to use the article to set up a game pad; though that doesn't allow for keyboard rebinding. I bought the resource pack, but I am having difficulty setting it up. There are a very large number of options, and it is a bit overwhelming due to the sheer amount of information at once. I am currently stumped on seemingly the first part. Creating a game attribute to house the controls.  I understand the first part should be the name of the control; I do not know what I am looking for exactly for the gamepad input.

As well, I am assuming I put it into the list called control config game attribute map; but see it is already populated with each value being the same attribute name. So, should I be making one attribute that shares all controller types? Or make one for each controller? And how do I find the key exactly? It says to check the log, but I can't run the game due to the event's manager's entire "events" event being in red with an "Expected }" error.

Edit: Tried to take that event out temporarily, and it gave a new error with set controls having the "call controls" event contain a line "set Scrollbar Background Image to" having no value.  The sample game does compile so I checked and it has a bunch of blocks in that value, but if I try to paste it from the sample game, it does not paste in.

If relevant, I am on version 4.0.2 b10534

5
Ask a Question / Key Rebinding options
« on: May 28, 2020, 01:55:46 pm »
So, I am working on an action platformer and am finding that no matter what I make the controls, a large number of players complain that they can't use them. I've tried adding aliases between popular control schemes, but it seems like things don't work if you have three aliases to the same key, and I can't do that for control schemes that have button overlap.

I am wondering if there is any way to set up a settings menu where the player can rebind the keys to their preference. I've searched on google but the closest thread I found was tagged obsolete.

6
Ask a Question / Re: Solving for Slopes
« on: April 22, 2020, 08:49:56 pm »
I found the issue while trying to set up the player control behavior to be used. There was a setting down a little ways for which kind of hitbox to look for with the simisolid platforms. I had to do a few changes to adapt the player control behavior to cooperate with jumping on slopes but it seems to be working now. Strangely, at least in the game I'm doing I need to set it two pixels above the tiles next to it, rather than one pixel to allow smooth transitions.

7
Ask a Question / Re: Solving for Slopes
« on: April 22, 2020, 03:48:10 pm »
Thanks, that allows my character to move. Neither players or enemies can touch the slope though; they move right through it.  The slope is set to the tile group which does collide with players and enemies. The hitbox for the slope is the default square set to sensor and set to "Same as actor type"

8
Ask a Question / Re: Solving for Slopes
« on: April 22, 2020, 01:48:43 pm »
Thanks, i will give those a look and see if I can figure out a good way to implement them with my current code.

Edit: I actually am hitting a problem right away; the simisolid platform behavior which the instructions say is needed to create slopes requires anything interacting with the slope to have the player control behavior attached to it, which is kind of an issue as I already have the controls programmed for the player and attaching the player controls behavior even with "player control" unchecked causes the player to get stuck in place.

Enemies still "function" with that behavior attached to them, but they do not, for some reason, interact with the slope at all. I do have the slope actor set up with a normal hitbox set to sensor as the instructions say, and the debug draws the line properly.

9
Ask a Question / Solving for Slopes
« on: April 22, 2020, 12:55:20 am »
So, I am trying to get slopes to work in my platformer, but am having some difficulty, as the old behavior which used to handle slopes in the version I am currently in appears to be empty. Downloading it from stencylforge also produces an empty behavior. So, I'm not even able to look at what the code used to be to try to emulate it.

Currently, having the game check that I'm not jumping, and that I'm touching the ground, then multiply Y speed by .97 allows me to stand on, and run up slopes with minimal issues; though my character switches into jumping for a moment at the top of the slope, and very slowly slides down still. Running down slopes, however, my character just runs past the slope and alternates between touching the slope and falling which isn't even close to working right. 

from google searching, I mostly seem to be finding threads where it's said that slopes haven't been really figured out, but those threads are a few years old. I am wondering though if some answers have been figured out in the meantime.

10
Ask a Question / Re: Hitboxes and hurtboxes
« on: April 12, 2020, 01:35:59 am »
Yeah, details would be helpful. I think the thing that causes me the most confusion is how this would work if characters happen to be stationary when the attack happens; as I recall from a while ago when you create an actor, it doesn't count as colliding with hitboxes it overlaps until it moves.

11
Ask a Question / Re: Hitboxes and hurtboxes
« on: April 05, 2020, 05:12:52 pm »
You don't want 10000 hits (automatically)
you just want 1 hit
but MUST USE collision shape in animation

Eh, this is how to answer....
You would have that issue with every kind of hitbox in the engine. You get around it by programming it to have a cooldown on being hit so it only triggers once.

I started working on the same problem before getting sidetracked by StencylJam. Spawning invisible actors seemed to work well enough until I needed a better handle on precision. I ended up making custom hitboxes just by storing a list of coordinates. Every attack has a defined attack point (e.g. punch attack point is located on the player's fist in the punch animation). I can loop through each of the enemy hitboxes and figure out which one(s) the attack point landed in.

Yeah, invisible actors can be hard to work with precisely.

12
Ask a Question / Hitboxes and hurtboxes
« on: April 04, 2020, 08:53:26 pm »
So, I wasted most of the day tinkering with this before remembering that the "member of group" detection detects the actor's default group, and not the group the hitbox belongs to. This leaves me with difficulty figuring out how to make hitboxes and hurtboxes work.

I am trying to make combat for a platformer, where actors can touch each other without automatically dealing damage, and deal damage using their attack animations. The only way i can think to make it work without being able to identify to colliding hitbox's group would be to have invisible actors spawn in just to act as hitboxes, which feels like a very messy and unnecessarily complicated way to handle it.

Is there any cleaner way to handle detecting specific hitboxes, or is there any plan to allow them to work more intuitively at some point?

13
Ask a Question / Black Boxes after enabling full screen
« on: March 22, 2020, 08:05:15 am »
So I recently enabled full screen and 1.5x scaling in one of my projects. I am getting reports now that during the game sometimes actors change to black boxes; even when in normal scaling mode and not in full screen. This also sometimes leads to crashes. It doesn't seem to be happening to many users, but seems to be happening most to actors who are being tweened; such as rotating or growing.

Does anyone have any thoughts on what the cause could be and how I could troubleshoot it?

14
Ask a Question / Re: Grouping buttons onto scrollbar ?
« on: March 12, 2020, 12:41:05 pm »
Having each button check what the previous button is doing is a bit overcomplicated I think. What I do for for scrolling a large number of actors is to have one global default position variable which tracks the X or Y coordinates. When the scene opens, it sets that coordinate to where the first actor would be.

The scene would then spawn in the actors, and each actor would have a "when created" event to set it's starting coordinates to where the global variable is, then changes the global variable to what it currently is plus the actor's width or height, and a few extra pixels for buffer. This will automatically make the next variable set it's starting coordinates directly next to,  or below it without overlapping.

To move them, you can have them set their coordinates in an always event to set their coordinates to their local starting coordinate variable plus a variable which tracks how much the buttons have scrolled. If you put this into a behavior, it becomes pretty effortless to add new distinct buttons to the list without having to do any major editing to the code.

15
Ask a Question / Full Screen question
« on: March 04, 2020, 04:59:37 am »
Edit: I figured out the solution to my initial problem; turns out I should have been using true and false, rather than full screen enabled and "not<fullscreen enabled>"

But I do have a bit of a blurring issue that I'm unsure of how to solve. I want it to stretch to fit the screen, However, the amount the game stretches causes too much blurring when it's a large stretch. Is it possible to mix the fixed scaling and stretching such that it picks the fixed scale option which is closest to the screen resolution in use and scale from there? Or does it already do that automatically?

Additionally, is there a good way to add in higher resolution versions of an animation after the fact if applying this to a previous project that is at 1x scale currently?

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