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Messages - Luyren

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1
Shared Resources / Re: Luyren's AI and Combat Pack
« on: Today at 06:56:29 am »
This pack has been updated with a revamp and new features for the 4 basic attack behaviors.

  • Added option to release the key to perform a basic attack.
  • Replaced "Position Data List" with a map attribute, to make it slightly easier to configure.
  • Added new "Attack Movement Map" attribute. It contains information to move and stop the actor during the attack. For the melee attacks, it also has the option to push-back on hit. This push-back can also be used for bounce attacks. You can specify enemies that can and cannot trigger the push-back.
  • Added a 3-hit combo for the "Mage" actor in its Command List behavior. The sample input and action event files have been update with those attacks.
  • The ‚ÄčExplode ‚Äčbehavior now has the option to deal damage along with the explosion.

To get these changes, you'll need to redownload the pack. If you were using a previous version of the pack in your game, you'll need to remove the pack and all its resources, and reimport the new version.

As always, you can get the most up-to-date version here: https://luyren.itch.io/luyren-ai-and-combat-pack

2
Shared Resources / Re: Luyren's Miscellaneous Behaviors
« on: Today at 06:36:10 am »
Small update. This is the same update applied to my Cutscene Pack, as this behavior is included in both packs.

The Player Control behavior has been update with a small fix. Previously, whenever the actor jumped, the code to stop the jump short would constantly execute as soon as you released the jump key. This could create conflict with your own code if you made some sort of upward movement after the actor already jumped. This fix prevents this issue.

You'll need to redownload the pack, remove the old one from your game and reimport the new version. If you don't want to remove the old pack from your game, the following image shows instructions on how to perform the update yourself:
  • Create a hidden boolean attribute called "Stop Jump Complete";
  • In the Updating event, set that boolean to "false" near the top of the event. It's in the "Otherwise" of the "If not On Ground" check.
  • In the Updating event, on the if check for the "StopJump" trigger, add the "Not Stop Jump Complete" check.
  • In the "StopJump" custom event, update it according to the image.

And that is the update. As always, you can get the most recent version here:https://luyren.itch.io/luyrens-miscellaneous-stencyl-behaviors

3
Shared Resources / Re: Luyren's Cutscene Resource Pack
« on: Today at 06:34:33 am »
Small update:

The Player Control behavior has been update with a small fix. Previously, whenever the actor jumped, the code to stop the jump short would constantly execute as soon as you released the jump key. This could create conflict with your own code if you made some sort of upward movement after the actor already jumped. This fix prevents this issue.

You'll need to redownload the pack, remove the old one from your game and reimport the new version. If you don't want to remove the old pack from your game, the following image shows instructions on how to perform the update yourself:
  • Create a hidden boolean attribute called "Stop Jump Complete";
  • In the Updating event, set that boolean to "false" near the top of the event. It's in the "Otherwise" of the "If not On Ground" check.
  • In the Updating event, on the if check for the "StopJump" trigger, add the "Not Stop Jump Complete" check.
  • In the "StopJump" custom event, update it according to the image.

And that is the update. As always, you can get the most recent version here: https://luyren.itch.io/luyrens-cutscene-resource-pack

4
What kind of publisher?

Ratalaika has published a few Stencyl games on Switch.

5
You can export to HTML5 without paying for a subscription. Publishing your game into any of those platforms you mentioned is no simple task, and probably something you'll work with a publisher to achieve.

6
The key input event will happen whenever the input is executed, even if the game is paused.

If you use an input check in any other event, you are subject to any restrictions of that event, and you can of course combine other conditions with that input check as needed.

7
Shared Resources / Re: Luyren's AI and Combat Pack
« on: January 10, 2021, 11:48:31 am »
The image with input has only copies of the fireball and fireblast skills from the sample game, and the input for a command called "Combo Trigger" with no conditions or input associated with it. The second image doesn't exist. So that's not much to work with.

8
Shared Resources / Re: Luyren's AI and Combat Pack
« on: January 10, 2021, 08:50:58 am »
I actually tried quite a bit, but still a failure.
Show me what you tried. The behaviors you have attached, the settings you chose, and the configurations in the Command List behavior for the attacks you tried. Only then I can provide any sort of assistance.

9
I am amazed that there is no easier way to create a menu in a great program like Stencyl
Be the change you want to see in the world. If there isn't already a solution you find satisfactory, make one a share it with the world.

That said, if you say what you want to achieve and what you were able to make given my instructions, I might be able to provide more pointers.

10
Let's assume your screen only scrolls vertically. When your scene loads, create the invisible actor at the center of the screen.

Your actor setup is straight forward.
-When Updating, move the camera center to self.
-In a swipe Up event , it would be something like this:
Code: [Select]
If not Swiping AND (Y of camera + Screen Height < scene height in pixels)
-Set Swiping to true
-slide actor by X 0, Y [Screen Height] over [Time] seconds
-Do after [Time]
--set Swiping to false
-On a swipe down event, do the same, but on Y you will negate screen height, and the if statement would be something like:
Code: [Select]
If not Swiping AND (Y of camera - Screen Height > 0)
Time is a number attribute, not hidden.
Swiping is a boolean, hidden.

That's one basic idea. So long as you position your buttons in increments of screen sizes on your scene, they will appear to be scrolling as you swipe. You might want to do some math to create the invisible actor at the correct "page" if you want the scene to not start at the very top.


11
If you are using an extension, I can't import your project file since I don't have that extension. You already notice the "nan" value for your Y of the first button when you trigger the issue, so you could investigate from that.

I did manage to make a swipe menu like that without extensions. I make the position of all actors relative to a number attribute, place them on the scene with the correct spacing, and I tween the number by on screen width plus or minus, to move all the buttons to the screen or off screen.

Another approach would be to have an actor which the camera follows, and swiping the screen would tween the actor one screen up or down, showing more of the buttons.

12
Ask a Question / Re: Android testing failed, no errors
« on: January 05, 2021, 06:18:34 am »
You are running Stencyl 4.0.2. The public build is already on 4.0.4, so redownload Stencyl and try again, posting a new set of logs if you still run into problems. If you are aprehensive about updating Stencyl (there shouldn't be any reason to be), make a back up of your games (File > Export Game).

13
In this pack (including the free demo) there is a Raycast behavior, which detects all the tiles between two points, so that could give you some ideas: https://luyren.itch.io/luyren-ai-and-combat-pack

You'd need to get the XY speeds of your projectile and plot its trajectory over time, the atan2 block could be used for that. You'd loop a number of times equal the range you want to check, and interrupt the loop if it detects any tile at the specified coordinates.

Detecting actors is a bit trickier, as there are no blocks to get actor at coordinates. There might be a code that returns if an object exists at a given coordinate or note, but I don't know what that would be. You could create a system in which each actor that is relevant sends its position to a scene behavior, and you can then query that behavior to see if any actor is within the path you ploted by using a custom block, and go from there.

Edit: alternatively, fire one actor at a very fast speed with continuous collision enabled. If it hits something, it sends back the information to the actor that fired it, and you use that to draw your projectile.



14
Your first build link has no slowdown code neither friction setting, and the second build has either the slowdown code or friction set, is that it? If you already have a build that works as you want, I fail to see the problem.

Your actor is sliging because your ring bounds are slopes. If you simply move an actor against a slope, it will slide against it, that's expected. If you have a stop/slowdown code on the first build, it's not being triggered when you stop while moving against these slopes, or the interaction between your code and the slopes is launching your actor all around, so issues on that regard are on your movement code rather than physics settings.

15
Ask a Question / Re: Mouse Events on Collision Shape
« on: December 31, 2020, 08:49:03 am »

This checks if the given pixel in the actor's image is not transparent (note the "not" block in there as well).

Meaning the get pixel block, and any color block for that matter, can be used as a number as well, or even converted to a text.

Also note that mouse coordinates are always in screen space, so you need to convert the mouse coordinates appropriately, depending on your game. If it is single screen you don't need to do anything. If you have camera movement, you need to add the camera position to the mouse position.

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