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 - Luyren

Pages: 1 2 3 ... 87
Ask a Question / Re: Drawing Block Error
« on: Yesterday at 06:34:09 am »
The error says "duplicate class field declaration", so something's duplicate somewhere. You haven't shown us your created event, there could be something there. If no block was highlighted when you clicked "Open All" or the error message itself, you could recreate that into a behavior. Then, if you get the error message, you can go to "preview code" and look for the line that's giving the error. That'd help narrow it down.

Ask a Question / Re: The black screen after Splash Screen
« on: August 23, 2019, 05:46:41 am »
There are blocks to load/unload atlases, and the main atlas is always loaded. You can distribute your resources among the atlases to manage it better, and use the blocks to load pre-load them as needed, I guess.

Ask a Question / Re: The black screen after Splash Screen
« on: August 22, 2019, 05:16:04 pm »
Sanity check: are you 100% sure the 5 second-screen is the splash screen, and not your first scene loading something? You can check the log viewer to see if the scene change happens or not.

You should also check if it happens if you test on HMTL5 or on Flash (Browser). That's all I got, I haven't done work on Flash in a long time.

Paid Work / Re: PS4 controller mapping?
« on: August 22, 2019, 04:29:52 pm »
Something changed between the Sencyl public release and the most recent private build in regards to controller input. I only have the input-name equivalents for the most recent private builds, I don't know if that would be useful for you. For instance, previously "0, up hat" was D-pad Up, and now D-pad up is "11." Due to some recent issues I can't confirm yet all the analog values.

But here it goes anyway. Who knows, might work on your end for some reason.
Code: [Select]
11-D-pad Up
12-D-pad Down
13-D-pad Left
14-D-pad Right

Paid Work / Re: PS4 controller mapping?
« on: August 22, 2019, 03:04:54 pm »
I'm running Windows 10. I can map my Sencyl games' controls to the Dualshock 4 directly without issues.

Two actors set to "cannot be pushed" or "cannot move" won't register a collision. That's because of some Box 2D thing that's beyond my understanding as of now. Your sensor actor shouldn't need to be set to "cannot be pushed" anyway: since it is a sensor, nothing will make it move around unless you have code that specifically moves it.

I'm on b10417, and just tested a projectile that is a sensor, and an obstacle that is solid set to "Cannot be pushed."  Both registered collisions fine inside a "When this actor hits something else" event and the "when [actor] hits [actor]" event. I tested the solid actor being "Cannot Move" and it works as well. So there might be something else going on on your settings.

What I mean is one actor has collision as sensor and it’s normal (can be pushed etc). The other actor has usual collision (not as sensor) and it’s “can’t be pushed”. When one hits the other nothing happens and the event “when actor hits actor” simply doesn’t work. It starts to work only when I make the second actor from “normal” to “can be pushed”.
Imagine I have a sword which is moving rotating etc and the door which stands still. Th sword hits the door. The sword should go through door and the game should register the hit and change animation on the door but not to push it or rotate.
I think I remember something with "can't be pushed" not working on sensors.  Being pushed from a collision is a physical reaction, and sensors don't have physical reactions anyway (though they still register the collision). So if you are having problems because of that, you can elaborate what you are trying to achieve and we can offer suggestions.

Edit: I had to do a double take. Your solid actor can have a really high mass, to simulate "cannot be pushed."

I've just found out that when I make collision as sensor it won't able to run properly event "when actor hits actor" if the second actor has normal collision (not as sensor) and it is not "normal kind"(i.e. can be pushed). Am I doing something wrong? This seems to be wrong, because I want to have two actor interact where one has solid collision form and the other one just detectable collision (sensor).
Can you rephrase that quoting the settings for both actors?
What exactly is "won't able to run properly"? What do you expect to happen and what is happening? Have you placed a print block in that collision block to make sure they are registering a collision?

There are some limitations depending on the settings you are using, so I guess more information is needed.

Ask a Question / Re: SDK Update does not work
« on: August 19, 2019, 11:33:18 am »

I just thought using actors would be easier and faster than using Tile API for my purposes :(
That depends on what you are doing and what you want to achieve, of course. I'll just point out that the tile combiner wouldn't work with tiles created after the scene loads as far as I know, but it would probably still avoid the problem you encountered. But you do whatever you feel more comforatble with.

Omg I didn't know this debugger was a thing... I think I immediately see the problem
I built my walls out of a 5 rectangular Tile actors. When my main actor reaches the edges of the specific tile it is climbing it will register a top or bottom collision.

I'm assuming if I make these walls a different way so its just one block all my problems will be solved

many thanks!
Unless you have a really good reason to use actors for this, I recommend using tiles instead. Stencyl combines all tiles into a single shape, to avoid this kind of issue.

Ask a Question / Re: help with the on screen behavior
« on: August 17, 2019, 08:35:38 am »
Next time show a screenshot of the behavior rather than sending the whole thing. Open the behavior and click on the camera icon on the bottom right of the screen.

It looks like a pre-made behavior. We need to see the actor you attached it to, and how the behavior is customized (open your button actor, go to the behavior's tab, select this behavior and post a screenshot of what you have there.)

Ask a Question / Re: help with the on screen behavior
« on: August 16, 2019, 05:56:37 pm »
can i send u the game Can I send you the game for review?
It is better you do as I suggested: post your code and detail what you want to happen and what is actually happening. That way more people can try to help.
and may you can solve this?
Depends on what the problem is. I'm not used to mobile testing, so I might not be the best person to help you with that.

Ask a Question / Re: help with the on screen behavior
« on: August 16, 2019, 04:25:21 pm »
We need to see your code to even try to help you, so post your code for this button and whatever you press in the first item you mentioned (that crashes the game). You can quickly get an image of your behavior by clicking the camera icon at the bottom right of the screen when you have a behavior or actor/scene event open.

Pages: 1 2 3 ... 87