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Messages - RosalinaGalaxer

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1
Ask a Question / Re: Fire Emblem Movement
« on: June 07, 2018, 09:36:20 am »
I made the attached code print something to the log every time it went through r's loop, so I'm pretty sure the problem is with this code as well, or it's in another "created" event somewhere. I looked through everything and couldn't find a created event that had anything to do with the pathfinding, though, so here you go.

2
Ask a Question / Re: Fire Emblem Movement
« on: June 06, 2018, 11:52:18 am »
The x and y coordinates are where they should be. I copy-pasted them from the sample project and then edited them, but I double-checked anyways. Here is a part of the log, the rest of it is the same, just with different coordinates. The really weird thing is that it still draws connections, as you can see behind the log viewer.

3
I'm definitely going to keep a closer eye on this now that your getting into the AI of it. AI just fascinates me. I wouldn't even know where to start if I were to code it, but it's still super cool.

How in-depth do you plan on getting with the AI? Is it going to be like trying to outwit the AI like in Rain World, or do you just have to outfight it?

4
Scene> View> [X] of camera

That's the block you'll need.

5
Journals / Re: AuroSword
« on: June 05, 2018, 01:24:59 pm »
Yeah, I noticed that while I was making it. Hopefully this one is better. I implemented into the game quickly, and it doesn't look half bad, but I may need to completely start over and make her portrait bigger.


6
Ask a Question / Re: Fire Emblem Movement
« on: June 05, 2018, 01:18:32 pm »
Meant to get back to this sooner, but oh well.

So I  put that code in, and worked absolutely perfectly for a while. Everything was great, but now when I boot the game up and it starts making connections, it says that there are no nodes anywhere. I can get Lyn to move if I click on her again in her sprite (it's outrageously huge, but that's my problem, not ours), and the graph still draws and says it has nodes and connections everywhere, but I just can't get Lyn to move normally...

It's bewildering...

7
Journals / Re: AuroSword
« on: June 01, 2018, 03:03:48 pm »
I made a very rough draft of the main character's portrait. I'm starting to lean towards Lian as a name for her.



As I said, very rough.

8
Ask a Question / Re: Dialogue Extension Problem
« on: June 01, 2018, 11:51:43 am »
I ran into a workaround for that, but I don't remember what it was. Putting an extra space at the beginning and end of the line seemed to help with horizontal pixel bleeding.

A proper fix is mentioned in the changelog leading up to Stencyl 3.5, but you can also use bitmap fonts instead of importing a TrueType font.
A bitmap font is importing an image and setting up each character individually, right? Because I'm already doing that; I don't even know how to use TrueType fonts. :P I tried putting a space at the start and end of each line but nothing changes.

I think the minimum Stencyl can handle is 10 milliseconds (0.01 seconds).
This is good information to know. I'll keep it in mind.

9
Ask a Question / Re: Dialogue Extension Problem
« on: May 31, 2018, 02:23:39 pm »
Okay, so I ran through the data structures and filled all the boxes, and it worked for about two tests. Now it works fine, but the box itself doesn't show up. The text and font show up just fine, but the box backing isn't there... I have a scaling image, window, and a style all set up, but nothing changes.

Nevermind, apparently 1 millisecond is too short for tweening.

Now I just have the very top of my font getting drawn underneath the text when in fullscreen mode. Not exactly sure how to fix this. Should I start a new thread for it?

10
Ask a Question / Re: Fire Emblem Movement
« on: May 24, 2018, 11:50:36 am »
I tried what you said and got some weird results. I've attached the code as well as a screenshot. There should be nodes on every one of the grass tiles, as well as the bridges. I don't know what I did wrong. It also takes ~25 seconds to load the scene, but that's sort of to be expected.

11
Ask a Question / Re: Fire Emblem Movement
« on: May 23, 2018, 01:44:55 pm »
Well, you lost me. :P

I get the basic idea of what I'm supposed to be doing, but I'm really not sure about implementation. Should I specify the cost of a tile in it's data, and then check what tiles each possible path goes over to set my limit? Or am I way off?

12
Ask a Question / Re: Fire Emblem Movement
« on: May 23, 2018, 10:43:41 am »
Hmm. That would be one way to do it...

I was hoping for a way that would be more based in the extension, because I want to display the places the character can move to, like this:



I thought if I modified the graph drawing, I might be able to do that, but if I can't set cost in the extension itself, that goes out the window. Is that the only way cost works?

13
Ask a Question / Re: Fire Emblem Movement
« on: May 23, 2018, 10:06:30 am »
Okay, I made the simple mistake of not setting the start row and column to the character's x and y center.

Now I have to figure out how to add limits, and get the "Follow Path" behavior to get off it's butt and do it's job...

How would one add limits to the distance you can move in one turn? For example, being only able to move five squares away from your current position over grass, as well as only being able to move say, two squares over a mountain tile. I'm pretty sure it has to do with "cost" but I'm not sure how to implement it.

14
Ask a Question / Re: Fire Emblem Movement
« on: May 22, 2018, 03:34:20 pm »
I do have the graph being drawn, and it shows that the corners do have nodes. I don't have access to a computer ATM so I can't check the block thing right now.

15
Ask a Question / Re: Fire Emblem Movement
« on: May 22, 2018, 01:46:48 pm »
Okay, nevermind, I fixed that problem. However, I do get that error when I move the character into a corner, and then try to move again. No matter what direction I choose, I still get an error and the game freezes. Pretty sure that the only difference is the fact that the mentioned line of code in ActorEvents_3 is different, but it still refers to the same actual line, I just added code.

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