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Topics - KramerGames

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Ask a Question / collission only from certain direction?
« on: June 04, 2017, 08:42:26 am »
I wanted to try making an endless runner, therefore using actors as platforms (instead of tiles). When I have 2 or more platforms above each other, how can I make the character jump up (and jump through the platform) and then land on it?

Ask a Question / Windows version of game crashes [solved]
« on: May 30, 2017, 08:09:31 am »
I tried to compile for windows, got asked to download visual studio 2015, did so, but some components didn't install and Stencyl refused to compile. I deleted VS 2015, downloaded VS 2013 manually, and finally Stencyl compiled. Unfortunately the game crashes immediately, with this error code:

Failed: Running Standalone (windows). (Return code: 1)

Looking through the forums the suggested solution is to install VS 2013, so now I don't know what to do. I tried to compile a game with very little code, and that worked fine. When compiling the one I actually want, there is an error that a scene behavior doesn't exist, maybe it has something to do with the behavior not getting attached immediately, though the behavior that is apparently not found is in a second scene, so the game should have time to load everything up.

Ask a Question / Scaling for Desktop
« on: May 22, 2017, 02:28:04 am »
I'm confused and the damage might be quite big, so I figured I'd check before I start working on my graphics:

I'm currently working on a game that I would like to try to publish for desktop. The most confusing thing for me is that it says that desktop games don't need scaling, which I don't understand because people have different screen ratios and I don't want things to be cut off, or rather, I want to be able to manage what exactly will be cut off.

I have checked and the most common screen resolution is 1366x768, 16:9. So should I divide that number by 4= 341x192 and set that for my game and scenes? And then make the graphics as if it were 1366x768, but check the 4x when importing the graphics?

And what if I just make the game in 1366x768, import the graphics as 1x and set the game to fullscreen mode? would that lead to problems for people with lower resolutions?

And on top of that, I'm using blocks like 'create actor at x of self + 100' etc, will that lead to problems or are those blocks calculated automatically based on the scaling?

Sorry, lots of questions, but so far I only worked with flash with a fixed resolution and made the mobile version scale to fit (letterbox).


When I use the 'for this scene set attribute x to y in behavior z', it would be very useful if the list were sorted alphabetically, but it seems to be sorted by the time of creation. Is there any way to change that?

Ask a Question / Mouse over actor not working when tweened to -100%
« on: May 13, 2017, 02:10:40 am »
EDIT: I think I've found out when the problem happens: it's when I tween the actor to x -100%. I'm using that so I can use one animation, e.g walk left, and just mirror it so I don't have to import a new animation.

I have an actor with various animations that are differently sized. Furthermore I have a scene event that looks like this:

When the mouse was pressed
-for each actor of group "dude"
--if mouse is over 'actor of group'
---open window xyz

Somehow it doesn't work with some of the animations, and it seems to be almost random when it does and doesn't. For example I have a sitting animation and the click refuses to register, the actor changes to walk, goes back to sitting and now I can click it. Other times it's the other way round.

When I can't click it and the mouse was over it, the x and y of the actor change, I have it drawing some stats above the head and the numbers move their position. That only happens on the first click, then the numbers stay in the same place.

I'm trying to find out it if having a map with many items makes a performance difference. If I have a block "get value of key 'tomatoes' for map 'food'", does the engine loop through every key in the map until it finds it?

I just realized that I can just combine all the maps I have into one, would make things a bit easier to navigate, but that would also mean that the 'master map' might end up with over 1000 items.

I was wondering if it can lead to trouble if I refer to a behavior from different places, for example:

I have a scene behavior with 2 attributes, 'loop_item' and 'highest n', and a loop:

-set loop_item to 0
-set highest n to 0
-repeat 100 times
--if get item loop_item from list xyz>highest n
---set highest n to get item from list xyz
--increment loop_item by 1

I would like to have a trigger inside an actor behavior that is used by multiple actors. My fear is that one actor triggers it right when the loop is already running - and 'highest n' is set to 0 even though it had already found list items that were higher. Is that a real threat?

Ask a Question / Prevent flashgame from being decompiled?
« on: April 29, 2017, 02:15:32 pm »
Is there any way to prevent people from decompiling flash games made with stencyl? I saw one of my games on a hacked site with added cheats.

And does this happen to apk files as well?

Ask a Question / check if mouse is over screen
« on: April 27, 2017, 05:34:02 am »
When making a flashgame, is there a way to check if the mouse is still within the screen bounds? The green "x of mouse" block stops updating when I move the mouse out of the screen, and if I move it out quickly, the final value can be something inside the screen bounds.

Ask a Question / [Solved] Where to see the size of an actor/animation?
« on: March 30, 2017, 04:37:49 am »
Dumb question after almost a year, but...

Where can I see the size of an actor or rather a specific animation inside the actor tab? When I click on collision I can somewhat see it by going down with the mouse, but I'd like to see the exact size x width like when I import an image.

Ask a Question / [Solved] Refer to game attribute by name?
« on: March 27, 2017, 08:48:54 am »
When I get attributes from other behaviors, I can just type in the internal name which is very useful when I want to determine the input text with other attributes, but how can I refer to a game attribute via text?


Chit-Chat / Any estimate on HTML5?
« on: March 25, 2017, 10:20:33 am »
Sorry to be the annoying kid in the backseat, but....:

When will HTML5 exports be available? Uploading games as swf means less and less potential players. Just asking because if it might be soon I would wait before publishing my next games.

Ask a Question / map as list - always the same order?
« on: March 25, 2017, 08:38:09 am »
There is a block to put the keys or values of a map as a list, the documentation says:

Returns the list of [keys or values] for this map. No specific order is guaranteed. (In other words, do not count on it being the same order in which you added the entries.

Does that mean that each time I request an item it can be different? Or simply that each map has an order but I can't know which one it is before testing?
I want to use blocks like: get item #0 from keys of map as list, then get item #1 etc. to look through each key. I am worried about that checking item #1 and #2 etc will put out the same key.

A second, minor question would be why entering a value manually into the list does not see it as a number? If I make a list with key #1 (wood) and enter value 20, and then use the block "set key "wood" to "get key wood"+ 10, it will not return 30 but 2010. I have to use a block to enter the initial value as a number.

I just found out that you can access any item from a local list via the "get item from list "for this scene, get x from behavior x" " . That's amazing, because now I could just make a scene behavior and call it library and put every list with data in there that I don't change during the game. Since I have quite a lot of those, it will keep everything nice and tidy, but my question is if there is a performance impact when I access those data from a different scene, because I'm often using loops so there will be quite a lot of those requests. The alternative would be to use game attribute lists.

Edit: Played around with it, accessing it 1000 times every 0.1 seconds works fine, at 10.000 times the fps drops (even though the memory stays low). While I'd still like to understand what happens, I guess the impact on performance does not matter.

Ask a Question / Growing actor and impact on performance
« on: March 21, 2017, 03:21:45 am »
Just a quick question: When I have an actor and grow its x to -100%, aka flipping it, will it afterwards be heavier on performance? Just wondering because it would make things easier, but I've seen tutorials where a walk left and walk right animation is imported.


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