Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Galdon2004

Pages: 1 2 3 ... 17
1
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

2
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.

3
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.

4
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.

5
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...

6
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?

7
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.

8
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] stencyl.sw.io.write.resource.HXWriter: 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.

9
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?

10
Ask a Question / Re: Integers overflowing in the low billions?
« on: October 29, 2018, 03:04:56 pm »
Ah ok. I will try to see if I can figure out a way to use the number variables in my math indirectly and see if that works then...

11
Ask a Question / Re: Integers overflowing in the low billions?
« on: October 29, 2018, 01:46:33 pm »
I'm looking in my code and I don't have anywhere that the number that is overflowing gets "set" as a rounded number. Is it also set to an integer when it is used in a math formula which uses a rounded value?

12
Ask a Question / Re: Integers overflowing in the low billions?
« on: October 29, 2018, 12:40:06 pm »
Is there a good way to just grab the first four digits of an integer? I've been doing it the long way like:

If (Variable) < 1,000
  Set (display) to Round(Variable)
  Set (display letter) to (blank)
If (Variable) < 1,000,000
  Set (display) to (Variable/1000)
  Set (display) to Round((Variablex100) / 100)
  Set (display letter) to K
(repeat for million, billions, and trillions)

Also, to be clear, the overflow would only happen when using a Round () block? Or is there a different attribute type I need to use?

13
Ask a Question / Re: Integers overflowing in the low billions?
« on: October 29, 2018, 11:16:17 am »
Yeah, the problem I have with not rounding is that for some reason they have this weird tendency to do stupid things like

100-5 = 95.00000000000000000000000000000000000001

which just kills my display. Is there any way to avoid that problem while not using rounding?

14
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.

15
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?

Pages: 1 2 3 ... 17