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Messages - bubbadubc

Pages: 1 2 3 ... 5
1
Ask a Question / Re: 90% memory Mac OS X read only
« on: January 04, 2019, 07:46:06 am »
Either install Stencyl somewhere you can access it normally (i.e. not Program Files); or copy the .bat out, edit it, and copy it back in, authorizing the file modification as an admin when you do so; or open a text editor as admin and edit the .bat with that.

I haven't been active for awhile, let me try this now and see if it works, also thank you for your help several months back.

2
Game Art / Re: New Free Characters and Animations
« on: January 01, 2019, 12:22:17 pm »
I'm trying to see it also, it doesn't appear to be working for me. I tried 3 different browsers to make sure it wasn't just chrome.

Chrome, Edge, and Firefox all failed for me. I'm interested in seeing though!

Edit: After I posted this, it just appeared mid animation on Edge. So it may have been my computer after all.

They all look super clean and fluid though, Definitely something worth using for prototyping

3
Ask a Question / Re: 90% memory Mac OS X read only
« on: November 24, 2018, 07:28:20 am »
I am not on Mac, but on Windows 10, and am receiving this exact error under these exact conditions.

4
Ask a Question / Re: Interesting Question Always vs Do Only Once
« on: September 28, 2018, 10:55:28 pm »
To be sure I fully understand it, to access that single frame, the code I want triggered has to be set inside the collision event and not the update event, correct?

5
Ask a Question / Re: Interesting Question Always vs Do Only Once
« on: September 28, 2018, 10:43:41 pm »
I'm not sure I completely understand the question. Is my response to a question in this thread helpful? http://community.stencyl.com/index.php/index.php?topic=56862.msg301051#msg301051   (See the linked post and my second a few posts down)

If I'm understand right, the post you made uses the method I used and in my post labeled "typical" so would I need double BOOL attributes for detecting whrn the collision starts AND double BOOL attributes for detecting whrn it stops?

I can definitely try that out.

6
Ask a Question / Interesting Question Always vs Do Only Once
« on: September 28, 2018, 10:25:49 pm »
Hey guys,

I've been learning a lot these last few days and I came across a scenario that makes sense to me and want some feedback.


I have a custom "On Ground" behavior set up like this:

Collision Event
  when bottom of (player) was hit
     If NOT ON GROUND
         Set ON GROUND to TRUE

This ensures that it only gets set to TRUE 1 (one)  time.

I am trying to apply this same logic to Left and Right side Collision, AND Non Collision.


I had the typical set up for collisions:

Collision Event
If right side of (player) was hit
   Set COLLIDED RIGHT to True

Always event
   Set COLLIDED RIGHT to COLLIDING RIGHT
   Set COLLIDED RIGHT to FALSE


I'm trying to find a way for there to basically be one time triggered states of collision.

I tried the following

Collision Event
If right side of (player) was hit
  If NOT COLLIDED RIGHT
    Set COLLIDED RIGHT to True

Always event
   If COLLIDED RIGHT
     If NOT COLLIDING RIGHT
         Set COLLIDING RIGHT to True

  BUT from here, no matter what I have tried, I can't seem to logically make my way back to a state of non-collision.
Any sort of insight would be wonderful. Is what I'm trying even possible?

Thanks.

7
Ask a Question / Re: Game won't play in browser mode
« on: September 26, 2018, 09:46:14 am »
Do you get any errors?
Please post logs.

I actually was getting no errors. After awhile with messing with the different scaling settings I heard music and eventually got it working through trial and error. Thank you.

Is it set to play full screen?

It was. That was part of the issue. I ended up deselecting fullscreen, and I previously disabled other scale modes, so re-enabled 2x to make it a decent size for the browser.

Thank you both for replying. I will mark this solved, if I can figure that out.

8
Ask a Question / Game won't play in browser mode [Solved]
« on: September 25, 2018, 02:30:32 pm »
Title:

I cannot get the game to play in browser mode,  and could not get the game to play on stencyl arcade or kongregate.
It does play in the flash player.

9
Ask a Question / Re: Non-pixel art games
« on: September 02, 2018, 01:15:11 pm »
Thank you for this. Do you have a link to your prior discussion?

10
Ask a Question / Re: Non-pixel art games
« on: August 26, 2018, 07:52:40 am »
Anyone have any insight about using actors with no collision updates to build levels instead of tilesets?

I'm thinking it may be possible to make interesting LOOKING levels this way, but handling the collisions would be something difficult.
I'm aware that you can draw collisions shapes for tiles, and even for actors, however, when loading in modular assets for more art based level design, I've found that they don't impact performance as much if they are just there visually.
There's many layers to this question.

11
I am super pleased with the way this looks.

12
Ask a Question / Re: Non-pixel art games
« on: August 26, 2018, 05:15:51 am »
Thank you.

13
Ask a Question / Re: Flash vs Windows Question with Image API
« on: August 26, 2018, 05:15:04 am »
I actually have all of the higher than 1x disabled, and have cleaned the unused files. I was able to import very high res graphics with the image api in my flash test, and have it be animated with all of the frames using lists.
I wasn't able to do it in windows testing, due to the error with the update. The image was 3840x2560 simply to test what type of visuals I could realistically create.

again, worked well in flash at 60 fps rarely dropping

14
Ask a Question / Re: Flash vs Windows Question with Image API
« on: August 25, 2018, 07:13:35 pm »
It's as I thought, I can't even load all of the frames into the game through the stencyl animation windows haha.

15
Ask a Question / Re: Flash vs Windows Question with Image API
« on: August 25, 2018, 07:07:59 pm »
Parts of the image API that modify pixels perform better on Flash than on other platforms.

Thank you. I'll check to see if windows is working as normal in a regular actor animation.

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