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Messages - BenSironko

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1
Ask a Question / Re: Strange Tilemap Problem
« on: June 11, 2011, 09:13:45 am »
I just figured out that when I reduce my level size it works. I normally set the level to 20000 pixels wide to give me room to build and then reduce it to the real size later. When it's set at 20000 it glitches and when it's set to 1024 it doesn't. What's the max size (in pixels) I can do?

2
Ask a Question / Re: Strange Tilemap Problem
« on: June 11, 2011, 08:27:14 am »
Yeah I've been trying a lot more to just place the 16x16 tiles and it doesn't fix anything!

3
Ask a Question / Re: Strange Tilemap Problem
« on: June 11, 2011, 08:25:06 am »
Here are pictures of the editor and the runtime that the editor level produces. When I say that the editor level changes when I close Stencyl I mean that when I come back to the editor version of the level at a later time it looks exactly like the runtime level but the collision no longer exists at the bottom.

And I've made the tileset so that it consists of 16x16 tiles and then I select 5 tiles across and 2 down in order to make the block. As far as I know the editor shouldn't be able to tell the difference.

4
Ask a Question / Strange Tilemap Problem
« on: June 11, 2011, 08:07:49 am »
This is an odd problem so I'll do my best to explain it in such a way that it makes sense.

I'm trying to make a level in which the bottom of the window is a floor made of tiles. The size of tiles for my map is technically 16x16 but I always place the tiles in blocks of 80x32. This is because I need a block size of 80x32 but I also need to be able to manipulate smaller tiles on the same grid.

The problem arises when I go to test the map. Instead of appearing at the bottom the tiles appear in the very top rows in the grid. The collision is located in the correct place but the image is completely wrong. It becomes a bit weirder when I save it and come back later. When this happens the tilemap in the editor has changed to match the glitch that occurs in the running game. So what I mean by this is that I leave the editor such that the bottom rows are filled with tiles and when I come back to the editor after closing Stencyl the top rows are the ones filled in. And once that happens the collision is even off when running the level.

Am I doing something wrong or can someone tell me what code I'll need to do a fix?

5
Old Bugs (1.x/2.x) / Re: Set FPS
« on: June 04, 2011, 08:29:46 am »
Thank you so much! It works splendidly!

6
Old Bugs (1.x/2.x) / Re: Set FPS
« on: June 03, 2011, 01:51:02 pm »
Thanks! Hopefully the bug gets reported because I really need to code that into the game at some point!

7
Old Bugs (1.x/2.x) / Re: Set FPS
« on: June 03, 2011, 01:38:45 pm »
??? I still haven't figured out how to make my game run at 48 fps. I tried using setFPS(48); but it hasn't worked so far. I don't know if I'm putting the code block in the wrong place or what....

8
Old Bugs (1.x/2.x) / Re: Set FPS
« on: June 03, 2011, 09:11:07 am »
Does it matter where I put the code block? I've tried that at the beginning of a jump behavior I was creating but it didn't change the frame rate. Sorry for the noob questions!

9
Old Bugs (1.x/2.x) / Set FPS [b401]
« on: June 03, 2011, 08:57:29 am »
I'm not a really heavy coder so I'm having trouble figuring out how to set the frame rate of my project in Stencylworks. I can see via the console that it is currently running at 60 fps but I'm converting a game from Game Maker that runs at 48 fps. I'm also concerned that this might not be enough to fix the timing. According to the documentation on step size, there are 100 steps per second. In other words, I need to be able to set the project so that it updates 48 times per second if at all possible. Thanks!

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