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Messages - Luyren

Pages: 1 2 3 ... 75
1
Shared Resources / Re: RPG Platformer Kit
« on: December 11, 2018, 11:45:09 am »
It's not available yet. I believe it is feature complete though, but I still need to create a sample game (for testing, missed improvements and to have samples for the end user), document everything, and see how to go about distribution, as I plan to monetize it in some way (probably sell this on itchio?). I have some plans to make parts of it free for everyone (for example the control customization part I posted here). Either way, I'll update here and on the discord when I have more concrete information on release.

2
Shared Resources / Re: RPG Platformer Kit
« on: December 11, 2018, 11:27:31 am »
Same name. I haven't posted progress on the kit for a while now though, but I'll get back on sharing stuff there.

3
Ask a Question / Re: Changing frames by pressing a button?
« on: December 09, 2018, 07:00:05 am »
Attached image.

4
Windows / Mac / Flash / HTML5 / Re: HTML5 will not load
« on: December 07, 2018, 04:36:38 pm »
Attach your logs, as well as any code you added recently that might've caused the error.

5
Ask a Question / Re: Creatign Actor on Pause
« on: November 29, 2018, 07:57:39 am »
There's a block to anchor the actor to the screen.  That will solve it.

6
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: November 28, 2018, 05:44:05 am »
Man, I can relate with this story (about having a crash and not knowing where it is). For future reference (and in case you are not aware), if you go to Run > Run App in Debug Mode > Windows (Debug) in the top menu, your windows compile will spill out a proper error message, with error code and faulty line when applicable, if I recall correctly. I don't know if it would find the sound problem, but I believe it would catch your null actor problem earlier.

Another thing to note: only the first compile after you hit Clean Project takes a long time. The following compiles are significantly faster (in my case, around 30 minutes in the first VS 30 seconds afterwards, roughly). If your target is desktop export, I suggest you invert your work flow: test on desktop frequently, and from time to time test on flash.

Do enjoy your break though, sounds like it is needed. Cheers.

7
Chit-Chat / Re: Killing Mobs
« on: November 14, 2018, 05:39:19 am »
While I don't know about Apple's policy regarding that, I can offer a sort of middle ground: why not tint the enemies with a color, then fade them, like in the PSX era Final Fantasies? So the order would be, for example, fill the actor's image fully red, then tween its opacity to 0, and after this tween, kill the actor from the scene. That could be a good visual indicator that an enemy was defeated, and would provide a good eye candy for that as well.

As for whether or not leave bodies lying on the floor, that really depends on what you are going for in regards to the style of your game. An "on screen body count" could work if the focus of the game is to kill as many things as you can, for example.

8
Shared Resources / Re: RPG Platformer Kit
« on: November 11, 2018, 04:16:10 pm »
For anyone still following this thread, I started posting daily on the discord server about the progress I've done in the past months.  I've been going through in-game menus in the last two days. Hop on board and let me know your questions and opinions about it. So far I've shared about in-game map and control customization.

9
Ask a Question / Re: Make a projectile do damage to enemy
« on: November 02, 2018, 12:45:58 pm »
EDIT 2: It seemed to actually be a timing issue.  I delayed setting the attribute by .1 seconds and all came up ok.  I'll try to keep in mind that not all of the behaviors will spawn completely right at the beginning.
There is no way to know which behavior loads first, so you are correct in that it is a timming issue.

10
Ask a Question / Re: Make a projectile do damage to enemy
« on: October 31, 2018, 06:05:59 pm »
When you are setting the attribute with that block, you have to type the internal name of the attribute. Usually it is the name you set for it, preceded by an underscore and without spaces. In your case, the default would be _HP. Unless you changed the internal name to be HP, in which case the problem with that setup could be somewhere else.

11
Ask a Question / Re: Help with shaders please....
« on: October 26, 2018, 06:18:40 pm »
[...] my question is will I have to erase my shader logic for my night and day cycle? example of the shaders I used for that type of behavior Day and Night.
Also this does work for windows not flash?
Yes, you'd have to erase it. I believe shaders won't work in Flash, whereas with images it will work on both.

I do have something that handles light sources though. I've attached a resource pack with three behaviors:
-Day and Night Cycle, an updated version that lets you tint screen based on the time of the day, that you can freely customize. It can do a bunch of other stuff, so take your time to read the descriptions.
-Tint Screen, for actually tinting the screen
-Light Source, that you can attach to actors that will act as a light sources when you tint the screen.

I recommend you create a test game, import the resource pack and see if everything works (if it compiles fine), since this is done in Stencyl 3.5, and you are probably using 3.4. Read the attributes' descriptions for instructions. You can use this to learn how to create what you need, or use as is. Credit would be appreciated if you do use it though.


12
Ask a Question / Re: Help with shaders please....
« on: October 26, 2018, 11:19:06 am »
You could instead use the Image API. You can tint your screen to make it dark, and use the erase block to erase part of that image to simulate a light source.

13
Ask a Question / Re: My collision Code isnt working when it should be
« on: October 25, 2018, 08:06:20 am »
Check if your two actors can collide with each other. Settings > Groups.

14
I’ll put in a picture of my other behavior and I’m sorry I forgot to explain what I meant by breaks. What I meant was when the player jumps while standing still the animation still plays and everything but he doesn’t actually “jump.” I thought originally it was that the set y speed to 0 when hit was the problem, so I removed it and nothing changed. I also made sure that neither of them checked if one of behaviors check if the other was active and they don’t.
If the code is executing, the animations are changing and the actor is not moving, then somewhere you are setting the Y speed to 0 or a positive number if the actor is not moving, and you have to look for that.

15
"Breaks" is a a very vague description. I can provide pointers on how to find the issue though:
Since you know the parts that "break" with the other behavior, go to your jump code in the If statement where it is not working. Print before it all the values you are checking. You can then track down instances where that value is changed, and find what's causing the error.

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