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Messages - ETHproductions

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1
Shared Resources / Re: 3.1 Top Down Racing Kit
« on: July 27, 2018, 09:32:39 pm »
Fixed all those errors! It was just a bunch of "empty List" blocks hanging out where there should have been "set List to [create new list]". Can you test this out and see if you have any more issues?

I'll try to move forward with implementing the other changes over the weekend...

2
Shared Resources / Re: 3.1 Top Down Racing Kit
« on: July 27, 2018, 10:20:22 am »
Observations on what's changed from this demo to my local 3.4 copy:

- All audio has been removed. I think this was so I could test gamepad controls on Windows, since the .ogg files are not included. Many "play Sound" blocks are now missing their sound, although it doesn't seem to cause any errors.
- No other assets have been added or removed, though "Leaderboard Actor" has been moved into the "GUI" folder.
- Several blocks have been deprecated from 3.1 to 3.4; in the 3.4 version, a few of these have been replaced.
- The collision event in Finishline Function has had one very long, very repeated calculation stored in an attribute because no one should have to go through all that. (Also, the list of Lap Times is printed every 5 seconds)
- Same thing in the drawing event in Leaderboard Function. Also fixed a bug where the highlight didn't scroll with the list of times, resulting in the wrong time being highlighted sometimes.
- Gamepad support (with hardcoded controls) has been added to Racecar Functionality.
- A bug was fixed where AI sometimes get fixated on the wrong waypoint, trying endlessly to drive through a wall to get there.
- Karts now push away from each other when they collide. This was an attempt to fix the bug where, because the karts have practically infinite grip, you can get turned around in a split second by "hooking" the rear of your kart on the front of another. While this fix helps, it doesn't fix it entirely. Will need to look into a better solution.
- A lot of debug drawing from the player kart, especially when using a gamepad.
- None of the other Behaviors have been modified in any significant way.

This is about everything I could find. I'll work on figuring out the cause of the crash, then re-implement some of the changes mentioned here and post it.

3
Ask a Question / Re: Creating suspension with joints
« on: July 26, 2018, 08:58:51 pm »
Hi @okyanusefer,

Sorry for the late reply. I don't think I still have the original copy of this project, though I do have a modified one which is attached below. The physics are closer to those of Hill Climb Racing, which was what I was originally going for.

You'll need to install my modification of the Joints extension, also attached below, before opening the game. It adds one block for creating a line joint between two actors.

Hope this helps! If you need, I can do a little more investigation into getting it to run like the original demo I posted.

4
Shared Resources / Re: 3.1 Top Down Racing Kit
« on: July 26, 2018, 12:34:22 pm »
Hey Flavio!

So I'd apparently kept a local copy of the game up-to-date with each version of Stencyl, without ever posting it here. You can download it here: it's a debug copy, but it should do for now. Could you let me know if you still have any problems with it?

I'll go through the original 3.1 file uploaded here and try to fix things one at a time, creating a real 3.4 copy of the 3.1 kit. (I believe I added and/or fixed gamepad support in the debug copy as well.) But Stencyl is taking forever to fix the fonts for some reason, and I don't have much time right now, which is why I'm uploading this first.

5
One way to do it would be to, after the initial launch off the ground, apply a small force to the actor as long as the jump key is held. You can use "push Actor gently towards 270 degrees at 30 force", adjusting the 30 to get the effect you want.

6
Ask a Question / Re: error when opening the game
« on: March 06, 2018, 07:54:11 pm »
Stencyl seems to be having an issue with loading one of your tilesets. Would you mind uploading the offending image? You can find it by going to Debug > View > View Folder for This Game, then opening the game's folder, opening the "resources" folder, and finding 32.png.

7
Ask a Question / Re: Make something go through one side
« on: March 06, 2018, 07:48:36 pm »
If 11 represents half the width of your actor, Jeffrey, I think you could replace <x-center of actor - 11> with <x of actor>. Or is it just a value you had to mess around with to get the right feel?

8
In the click event, you can check the opacity of the layer (and of the actor, if you wish). I've tested this code successfully:

9
Chit-Chat / Re: Is Flash's popularity decreasing?
« on: March 05, 2018, 08:02:03 am »
I can't speak for the industry (and I don't make Flash games for profit), but I'm almost certain it is indeed becoming less popular. 10-15 years ago it was basically the only mature web-supported system for creating video games and other interactive content, but now several other technologies, starting with HTML5, have reached the same level and even surpassed Flash. Given that Adobe themselves have announced that they're dropping Flash support by the end of 2020, listing the growth of HTML5 as one of the main reasons, I think it's pretty clear that the days of Flash are coming to a close, and much of the industry is reacting to that.

10
Extensions / Re: Drawing Utils Extension [2.0]
« on: March 04, 2018, 03:13:15 pm »
Sorry for taking so long to get back to this—I've finally been blessed with a completely open weekend to fix up my extensions. I've made a ton of changes to this latest version of the extension:

- Added a block to draw bezier curves, either with a control point or through a midpoint (using LIBERADO's formula)
- Solved the text alignment bug (it wasn't taking into account letter spacing)
- Fixed a few other bugs with the draw arc/wedge blocks
- Fixed yet another bug that was causing rotated ellipses to be drawn at twice the requested size
- Cleaned up all of the code and moved it into a single file

11
Ask a Question / Re: Not Opening Game - I submitted a log
« on: March 03, 2018, 09:55:45 pm »
One line in particular stands out in your log:
Code: [Select]
2018-02-28 09:57:48,338 INFO  [Thread-32] stencyl.sw.util.StreamGobbler: [haxelib] Error: The input swf newgrounds.swf is corrupted
According to Justin on the Stencyl team, this is a bug in Stencyl 3.4 that makes exporting to Flash impossible on High Sierra. If you need to export to Flash, you'll have to use a different operating system, or wait until Stencyl 3.5 is released (I expect it will be fairly soon, in one form or another).

12
Ask a Question / Re: Actor Won't Stop Moving
« on: March 03, 2018, 09:39:17 pm »
I must say, that's a pretty clever animation/control system. The one thing it's missing, however, is the logic for when no controls are being pressed. You should be able to add an "otherwise" block after the "if not <AnimList contains no items>" (at the very bottom of the event), in which you can set the x-speed and y-speed of your actor to 0.

13
Extensions / Re: Extra Utils Extension [2.0]
« on: March 03, 2018, 10:54:29 am »
OK, I've written a little helper function to escape all of the breaking characters, so the bug should be fixed now. Please let me know if you find any more breaking save names on various targets.

14
Extensions / Re: Extra Utils Extension [2.0]
« on: March 03, 2018, 07:31:20 am »
No problem, LIBERADO :) I've also figured out the issue with the "save game with name" block, with some help from @BMJ: spaces are not allowed in the save name, along with several other chars such as %, &, #, and ~. Working on a fix now...

15
Extensions / Re: Extra Utils Extension [2.0]
« on: March 03, 2018, 06:37:02 am »
Hey BMJ, sorry for not getting back to you sooner. I can't reproduce the issue with the "save game" block in build 9785 on Windows 7; my best guess would be that it does have something to do with Windows 10. It's extremely weird that this block wouldn't work, as it translates to the same code as the built-in block. Does the same issue occur with the built-in "save game" block?

To both of you, I've created a new and improved version of the extension for Stencyl 3.4+. Stencyl considers it a separate extension, so you'll need to manually upgrade the extension on each project (open project, go to Settings > Extensions, enable "Extra Utilities" and disable "Extra Utilities 3.2", save and close project), but it should permanently fix your problems with not being able to see the latest version.

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