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Topics - Galdon2004

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Ask a Question / Key Rebinding options
« on: Yesterday at 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.

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.

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?

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?

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?

Ask a Question / Having a lot of issues with big numbers
« on: March 01, 2020, 06:44:42 pm »
So, in one of my projects, I have been having a lot of issues with big numbers. The first time it was rounding causing it to become an integer, which made the numbers overflow in the billions range. I stopped rounding the numbers, but found that they would still overflow somewhere in the quadrillions to quintillions range.

I attempted to make a workaround by having a stand-in variable that represents a quadrillion of the previous number, but that seems to have only made things worse. I have several screens of code dedicated to making the math work every single time I need to use this variable, and it is extremely prone to having unexpected errors due to just the sheer volume of how much code I need to write every time I use that variable.

I am wondering, if anyone else has dealt with this kind of issue, is there an easier way to handle numbers large enough to cause overflow?

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 / 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 / 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 / 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.

Ask a Question / Having one actor create a bound instance of another actor?
« on: November 17, 2018, 11:43:52 pm »
Hello, I am trying to work on implementing some UI elements, such as buttons and progress meters which would be effectively identical for several actors who would use them. I would prefer not to make dozens of duplicates of each of these UI features, however, I can not seem to come up with a way to reliably get the actor doing the spawning to be linked with the actor being spawned.

For example: I have a progress bar for each of several characters, which would slowly fill over time. My current attempt is to have the actor for the character set a global variable to their name, then for the created actor to upon being created make a local variable matching the global variable, then use the [game attribute with the name [name variable] & [rest of the attribute's name] ] block to get the proper values.

Instead, all instances of the progress meter are created last, and take on the attributes of the *last* actor which would have spawned it.

Is there any way to get this to work, or is creating duplicate actors the only feasible solution?

Ask a Question / Integers overflowing in the low billions?
« on: October 29, 2018, 10:20:37 am »
Hello, I am working on an incremental game at the moment, and am hitting a problem with large integers; I had asked about them before and was told that the point at which integers should overflow is about 10^308; but instead I am getting a result that integers are consistently overflowing into negative values at about 2.2-2.3 billion.

This seems like a remarkably low number to overflow on, especially for an incremental game. Is there anything I can do to overcome this issue; or is this limit pretty much hard coded into the system?

Edit: Something else I do notice is that it only seems to do this when math is involved with the number; if I set a number directly to 2.3 billion and ask the game to display it, it works. When one of my formulas creates a number at that value, it overflows. I've attached the math formula which is causing the issue.

Ask a Question / Easiest way of making entire game smaller?
« on: September 13, 2018, 12:55:32 am »
So, a game I am working on fits on my screen, but I learned after finishing the first version that it is too tall for most screens. So, I need to make it smaller. Problem is, everything in the game is designed to work at a specific size. So, I will probably need to reduce all the font sizes, resize all the UI assets, all the actors, the game window, coordinates being used, and so many other factors that it would likely take as long to rescale everything as making the entire first version took to build in the first place.

I am wondering though, is there anything I could do that might make this process easier?

Ask a Question / Passage of time doesn't always work?
« on: September 02, 2018, 05:37:15 pm »
Hey, I'm not sure if I'm using the code wrong, or if there is a problem with Flash or certain browsers. I am working on a game which progress should be happening even while the game is off. So, I have it programmed to check the date when saving, and to compare the date when loading.

This works for me, but I have had several people report that it does not work for them. I've attached the code to this post. Is there anything that looks wrong with it, or is there anything I can do to make it more reliable?

Ask a Question / Is there a maximum value for Variables?
« on: July 22, 2018, 03:58:26 pm »
Some coding systems have overflow limits, while others do not, or do not reach them under normal circumstances. I am working on a side project that is an incremental game. These kinds of games can end up with variable values that are ridiculously large; so much so that abbreviation for numbers become meaningless after the trillions and start to use A, B, C, D and so on as abbreviation for values above that.

Before I get too far along in programming the game, I figure that it might be a good idea to ask and find out if there is a specific point where Stencyl's variables begin to overflow, so that I can work on a way to work around that, or if it will be able to store any number no matter how large?

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