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Messages - Galdon2004

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Ask a Question / Re: Managing randomly created characters.
« on: January 19, 2020, 03:20:52 pm »
Here's a sample of some of the code from the other project, this one in particular refers to a number variable. If it is run with a typo in the variable name, or if I forget to pre-make variables with the character names before compiling, it crashes in the EXE version.

Ask a Question / Re: Managing randomly created characters.
« on: January 19, 2020, 02:30:11 pm »
I see, the usage I was doing when the game would crash was when using text variables, not lists or maps.

Ask a Question / Re: Managing randomly created characters.
« on: January 19, 2020, 01:18:43 pm »
I assume you initiate by setting the variable's value before retrieving it?  Or is there another way to initialize the variable?

Ask a Question / Re: Managing randomly created characters.
« on: January 19, 2020, 08:49:08 am »
thanks I'll tinker with the behaviors. What blocks create global variables? I'm trying to find them now that you mention them, but I don't see it. The closest I can find is the set game attribute with name [] to [] block, but that doesn't create an attribute. if I put something into it that does not yet exist it just crashes the game in exe and is ignored in flash.

Ask a Question / Re: Managing randomly created characters.
« on: January 18, 2020, 10:45:29 pm »
That line sounds like it would, add to a list the number of items in the list minus one, plus one?

Ask a Question / Re: Managing randomly created characters.
« on: January 18, 2020, 08:34:20 pm »
I can take a look at the behaviors, thanks.

As for elaboration, in the game you have a base that you are building, and characters may show up periodically to join it, and can be seen walking around the base. The characters would need to spawn actors for their clothes that stay on top of them to match their randomized appearances, and would need stats to track their coordinates on screen so the scene knows where to put them when reloading the scene and so the clothing actors know where to be, and probably stats for what the characters are good/bad at doing.

The reason normal global variables wouldn't work is that global variables have to be made in advance before the game runs, and I feel like I would need to dynamically create new variables and save them when a new character is added.

Ask a Question / Managing randomly created characters.
« on: January 18, 2020, 06:21:23 pm »
I am working on a new concept which would be a management simulator, so characters would be added to the game in-engine. A normal global attribute profile would not work well in this case, as once I ran out of sets of global attributes, I would no longer be able to have the game create characters.

I do, however, need to be able to save the randomly created characters appearances and stats so they are consistent once created. I had considered making a list to handle it, so whenever a new character is added, it could add it's set of attributes to the list, but I don't see an intuitive way to make a list of lists as the stencylpedia mentions in passing, and I am not sure if making an individual list for each attribute would be manageable.

Has anyone else made something similar enough to this to suggest what an effective way to deal with this issue would be?

Ask a Question / Re: Identifying connected puzzle nodes?
« on: January 13, 2019, 04:20:24 pm »
Can an A* algorythm be used with block code? I might have to actually learn how to do raw code if it is necessary for it... I have a rather simplistic way of doing everything. xD

Ask a Question / Identifying connected puzzle nodes?
« on: January 12, 2019, 02:09:28 pm »
I am working on a puzzle mechanic as part of one of the games I am working on. An idea I have is to be able to tether nodes together to combine their values, or cut connections between nodes to separate their values again. I am thinking as far as the player interaction goes, being able to draw connections between nodes, or sever the connections between two nodes. Then for each master node to check the values of all nodes connected to it. The objective for the player would be to efficiently create webs of values that give them one or more win conditions, with as few moves as possible.

I can picture ways to allow the player to draw connections and break connections. Something I am having trouble with, however, is figuring out a way for the game to understand which nodes are connected to one of the master nodes, and for it not to mistake, for example, two isolated nodes connected by one of the master node's connection types for being a part of the network.

Does anyone have any ideas on what sort of coding technique I should look into for doing this sort of thing? I don't expect to just have the whole thing written out for me but I am not sure what exactly to look into for designing this sort of behavior. I've attached a rough drawing of what I am trying to do to this post to hopefully make it easier to understand.

Ask a Question / Re: Another game won't compile into flash
« on: January 12, 2019, 04:17:04 am »
I'm not sure exactly what changed between the last time it compiled and then. I did, however, get it to work after fully uninstalling Stencyl and reinstalling it. So something might have gone wrong with the install. I'll change the title to this thread to solved.

Ask a Question / Another game won't compile into flash [Solved]
« on: January 05, 2019, 06:29:24 am »
So, I am working on porting my first game into another engine because of the memory issues caused by the size of the game, and so I went to working on my side project in the meantime to keep having something to deliver new content on. And suddenly that game, which is considerably smaller, also now will not work.

The error I am getting seems to be different, and in fact, I can't seem to figure out what the error even is. I was working on moving some code out of events and into behaviors,  and now it has an error whenever compiling into flash; but not when compiling into exe.

I am attaching the error log to this post. Any help would be appreciated.

Edit: After doing more testing, it seems that the backup of my game which was functional before also will not compile into flash, nor will ANY game.

Ask a Question / Re: Cannot grow buffer error; can't compile game
« on: December 22, 2018, 07:57:29 pm »
I had considered trying the unstable build to see if that works any better, but it seems like I can't access that part of the forum anymore, though I still have pro access within stencyl. Not sure if the forum thinks I ran out of subscription early, or if stencyl thinks I still have it late...

Ask a Question / Re: Cannot grow buffer error; can't compile game
« on: December 22, 2018, 07:46:04 pm »
So, I have a tiny bit more information? For some reason, a friend of mine is able to get it to compile on their computer, but I cannot get it to run on mine. We are both using the same memory extender (8gb), so I'm not sure what the difference is. Some of my players are upset with the exe option as it can't be embedded into my site in that format and a fair number of them use MAC which obviously can't run exe.

Is there any setting I can tweak or anything else I might be able to try in order to get the game to compile into flash again?

Ask a Question / Re: Cannot grow buffer error; can't compile game
« on: December 12, 2018, 10:44:53 am »
I am building for Flash. I just tried exporting to another target. Exporting seems to work, but when exporting to other formats, the number pad won't work for the buttons it's mapped to.

Ask a Question / Cannot grow buffer error; can't compile game
« on: December 12, 2018, 05:11:46 am »
So, I have a feeling this is related to the max string size problem I had several months back, which I overcame by compressing the size of all the images in the game. I am, once again, unable to compile. The error is a bit different this time, it says "cannot grow buffer" but the effect is basically the same. After adding more images to the game, it is no longer able to finish compiling.

I am very concerned that I won't be able to finish this game due to this issue. I have a lot of artwork left to include. Is there any way to overcome this issue? Currently, I have about 1200 resources, ranging from tiny UI elements of less than 20kb, to full screen images up to around 300kb in size. The total size of the game is 91mb when compiled.

Any help would be appreciated. Today is the last day of development for the month on this game, and I need to get it compiled for the monthly release.

Here is the error description from my log:

2018-12-12 06:52:04,035 INFO  [Thread-13] stencyl.sw.util.StreamGobbler: [haxelib.exe] Error: Buffer.add: cannot grow buffer
2018-12-12 06:52:04,243 DEBUG [pool-1-thread-2] stencyl.sw.util.Util: Process 'haxelib.exe' exited with code: 1
2018-12-12 06:52:04,243 ERROR [pool-1-thread-2] Failed: Building for Flash. (Return code: 1)
2018-12-12 06:52:04,246 ERROR [pool-1-thread-2] stencyl.sw.util.dg.MessageDialog: Encountered errors while building your game.: Check your logs and post them to the forums.  - Please describe what you have been doing. Be as specific as possible.

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