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Messages - Dysiode

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Old Bugs (1.x/2.x) / Adding New Key Mappings
« on: July 04, 2011, 12:06:27 am »
This is a formal bug submission of my reply to http://community.stencyl.com/index.php/topic,1429.msg10616.html

Code: [Select]
FlxG.keys.addKey("HOME", 36); throws this:
Code: [Select]
ReferenceError: Error #1056: Cannot create property HOME on org.flixel.data.FlxKeyboard.
at org.flixel.data::FlxKeyboard/handleKeyDown()[/Users/jon/Desktop/stencyl/plaf/flash/flixel/org/flixel/data/FlxKeyboard.as:245]
Which yielded no results through my brief search through their 2.35 branch on Github so sadly I can't be of any help :<

Maybe that's the reason it was protected in the first place.

As usual I'm not sure what else is useful for this report but hopefully it's enough!

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In my game at least when I use
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setTileAt(__y, __x, tileLayer.layerID, __TilesetID, __TileID); it adds a 1.5 * tilesize collision area below and to the right of the tile.

I attached my logs just for kicks. And my game is private on the Forge.

The two relevant scripts are Explode in Actor Behaviors > Collisions and Tile API Wrapper in Scene Behaviors > Other. Move around with the arrow keys/keypad (with Numlock on) and fire by holding CTRL + Direction.

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Archives / Actor Type Block
« on: June 25, 2011, 07:23:44 pm »
While I was discussing uses for Lists a pretty significant roadblock popped up in both inventory and random mob generators: There's no Actor Type block to easily add uninstantiated actors to a List to choose from. This more specifically affects inventories as scenes would still be easier to configure using behavior attributes but they could still benefit from the addition.

Focusing on inventories, it would be possible to display items by getting the Actor Type and passing it to "draw image for ___" (at least that's how draw image was explained to me). And adding items would be as simple as selecting them from the actor list, but as it stands either behavior attributes have to be defined for each item or the actor needs to be created and the type retrieved via "type of ___" both would be exceedingly messy to maintain with large numbers of items.

Part of my argument is that in the palette under Actor > Properties > Groups / Type there's
  • type of ___
  • group of ___
  • collision group selector
but there's no actor type selector.

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Archives / Behavior Dependencies
« on: June 25, 2011, 12:04:26 pm »
It would be pretty neat if Stencyl let behaviors explicitly depend on each other so that if one behavior is attached to an actor/scene the behaviors it depends on would be attached automatically.

My simple use case for this is:
My `Tile Based Movement` behavior depends on `Snap to Grid` which I factored out because not everything that needs to be snapped moves. When I create a new moving actor I have to attach both which isn't terrible to remember but it would be super convenient if when I attached `Tile Based Movement` Stencyl automatically attached `Snap to Grid`

If the basic idea isn't convincing enough then I'll leave you with this:
Unity does it. You're not going to let Unity one up you, are you? ;3

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Suggestion Archives / Re: Mini-Suggestion Thread
« on: June 22, 2011, 06:15:51 pm »
Some sort of "insert Design Mode block" functionality just to make it easier to visualize what the person is saying "set actor value <text> for [Self] to <anything>" you could just inset an image of the block. Granted, that kind of interface might take a lot of work but that just makes it all the more satisfying when it's available, right? =D

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Old Bugs (1.x/2.x) / Re: X of Self and Y of Self acting weird
« on: June 22, 2011, 05:53:59 pm »
In IRC we figured out that the problem is that the actor was being created where the ship died but the text is drawn relative to the position of the actor it's being drawn on so it was like the text was being drawn at (x+x, y+y).

There are two solutions to the problem:
  • use the `switch to screen space` block in Drawning > Transforms
  • draw the text at (0, 0) which would be directly on top of the actor

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Ask a Question / Re: Adding new key mappings to FlxG.keys
« on: June 20, 2011, 10:54:53 am »
Well, it doesn't complain about the protected methodness anymore, but it does throw this:
Code: [Select]
ReferenceError: Error #1056: Cannot create property HOME on org.flixel.data.FlxKeyboard.
at org.flixel.data::FlxKeyboard/handleKeyDown()[/Users/jon/Desktop/stencyl/plaf/flash/flixel/org/flixel/data/FlxKeyboard.as:245]
Which yielded no results through my brief search through their 2.35 branch on Github so sadly I can't be of any help :<

But, maybe that's the reason it was protected in the first place XD

With that said, that'll work perfectly as a solution =D ~not above a little custom work to make things happen~

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Ask a Question / Adding new key mappings to FlxG.keys
« on: June 19, 2011, 02:25:58 am »
Howdy, I'm wondering if it's possible to add new key mappings to FlxG.keys. The addKey() method is protected and trying to replace the instance with a custom class that exposes it gets results in no apparent change.

If it's not possible to add new keys it should would be nice if Home, End, Page Up, and Page Down were added to the list of keys. Doing so would make the numpad (I know, poor design decision, hush.) at least usable if Numlock is off. As it stands Shift + Numpad 7 = Home but Home isn't registered so Flixel gets all kinds of pissy.

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While I was working with the numpad (ignore my choice of design for a moment ;) I decided to use it with numlock off to avoid the Shift+2468 = Arrow Keys bug Flash has meaning the diagonal keys were mapped to Home, End, Pg Up, Pg Down. However, while Stencyl is wonderful and found even the obscure menu button (keycode 564 or something silly like that) there's no corresponding name for the keys in Flixel (http://flixel.org/docs/org/flixel/data/FlxKeyboard.html) so Flixel throws a fit (in the form of "TypeError: Error #1010: A term is undefined and has no properties" (damn you useless errors).


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