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Messages - magolord

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1
Ask a Question / Re: Scene Not Recognizing Actor As Dead
« on: June 11, 2016, 10:00:26 pm »
I finally managed to solve the problem, but it was a very weird fix.

Turns out that I had shrunk the proportions of the actor inside the scene builder (I made the actor smaller because I accidentally made the sprites too big), and that was why it didn't recognize the actor as dead. I don't know if this was supposed to happen, but I'm glad that five painful hours of debugging resulted in an easy fix rather than a complicated one.

2
Ask a Question / Re: Scene Not Recognizing Actor As Dead
« on: June 11, 2016, 08:36:33 pm »
The next step would be to start putting print statements around the code you're not sure is executing. Putting a print before/after the kill actor block will let you know whether the issue is the kill actor block not executing, or the leave screen never being detected.

Yup, I tried executing the actor event "kill self when exiting screen" with a confirming print statement, and the log viewer didn't recognize that the actor had left the screen. Now I'm wondering why it doesn't see the scene boundaries.

So I've singled out the problem as that "when actor exits scene" block, no idea why it isn't functioning. It works fine on the backup game.

3
Ask a Question / Re: Scene Not Recognizing Actor As Dead
« on: June 11, 2016, 01:29:13 pm »
Did you try having it on?

Just tried. Still not recognizing the actor as killed.

Basically the main issue is that the game either doesn't recognize what the scene/screen boundaries are (the actor can only fall down, not to the left/right of screen), or it just doesn't kill the actor when it leaves the screen. The kill block works for other instances, like collisions, so maybe I'll just have a giant sensor that runs the width of the screen and use it to restart when the actor hits it.

4
Ask a Question / Re: Scene Not Recognizing Actor As Dead
« on: June 11, 2016, 01:14:06 pm »
no. Sorry not clear about organization code in your game. The Issue in scene behaviour named "Desert"? Give full screnshoot with it, and mark place with problem

Is the first block you posted under events for the actor? What happens when you change the first line "when actor exits the scene" to "when self exits"  and switch scene to screen?

Apart from that and even though you said it had worked before, I would suggest you start using attributes. When the actor is created, set an actor attribute to it and kill it via the attribute. Might come in very handy when things get a bit more complex and it keeps everything clearer.

This is the code block that's causing the problem, it's listed under the Actor (Jub) events and is meant to kill the actor when it leaves the screen. (To be specific, the second line "kill the actor" isn't functioning.) There is a separate block in the scene events (Desert) that restarts the scene once the actor is killed, so the "Crossfade to Desert After 0.5 Seconds" block is repetitive.
I've tried removing this block but nothing happened, so I left it in there because it worked in the game backup file I have. I tried putting this block in the Desert events, but that didn't work either.
I tried adding an Actor attribute (Jub), and even though the attribute is linked to the correct actor type it hasn't worked. I went through the game backup file and checked every single event for the actor and scene, and they're exactly the same. Except the game backup works, and this doesn't. I'm stumped.

5
Ask a Question / Re: Scene Not Recognizing Actor As Dead
« on: June 11, 2016, 01:00:36 am »
Like I said, I do have another code block in the scene events that restarts the scene. I've even tried attaching the "Die When Actor Leaves Screen" behavior onto the actor, but nothing works. No idea what I did wrong; I have a backup of the game from yesterday which still works fine.

I did recently swap out the sprites for the main character, and just changed the animation names to match after deleting the originals. Would that be an issue?

6
Ask a Question / Re: Scene Not Recognizing Actor As Dead
« on: June 10, 2016, 10:19:07 pm »
Good point, but no. Only the platforms, enemies, and coins are.

7
Ask a Question / Re: Scene Not Recognizing Actor As Dead
« on: June 10, 2016, 09:29:14 pm »
Also, forgot to mention that I have a separate code block in my scene events, it restarts the scene when the actor is killed.

8
Ask a Question / Scene Not Recognizing Actor As Dead
« on: June 10, 2016, 09:25:15 pm »
I've had a block of code that has been functioning for the past week exactly as it should--when the actor leaves the scene, kill it. I don't know what I did in the past hour, but now when the actor falls of the scene it's not recognized as killed. I have a completion meter at the top of the screen that only runs when the actor is alive, and since it still continues to function after the actor leaves the screen it's clear that the scene thinks it's not dead.  I've tried changing up the code block a ton, but nothing is working. The actor still dies when it hits obstacles, so I don't think it's an issue with the kill Self block itself.

The first attachment is the code block I used to kill the actor when it left the screen--everything worked until today.
The second attachment is a snippet of my scene from the builder, I thought initially that the scene recognized the overhanging platforms as part of the scene and removed them, but still no luck.

Let me know if you need more information/photos.

9
Ask a Question / When to combine platform layers?
« on: June 08, 2016, 05:05:05 pm »
I'm working on a scrolling platformer, which means that each level needs at least 40-80 platforms. I've been condensing them into 3 layers so they're easier to move around in one cluster, but the problem is that the files are gigantic (500x10000), and they use up a lot of Stencyl memory. Should I import each platform individually, or just sort them into smaller groups? Which would save more space? 90% of the platforms are different lengths.

10
Ask a Question / Re: Slowing down actors on ramps
« on: May 30, 2016, 04:34:07 pm »
In the end I just decided to ditch the ramp idea altogether--for some reason the jump control doesn't even function when the actor is on it, so they're pretty much useless whether or not the actor slows down. Thanks for your help!

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Ask a Question / Re: Slowing down actors on ramps
« on: May 29, 2016, 12:22:09 pm »
Ah, that makes much more sense. The problem with my ramps is that they aren't "rotated", per say--I altered the direction in Photoshop and then just changed the collision boundaries to fit in Stencyl, so wouldn't the system just recognize it as being straight? Should I change the direction myself in the Behaviors panel, instead of doing it outside of Stencyl?

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Ask a Question / Re: Slowing down actors on ramps
« on: May 28, 2016, 09:19:48 pm »

Set velocity to Direction: Direction of ramp with (friction + acceleration) force.


Sorry, still a bit confused--what is the function of your code block? I don't quite understand what it's meant to do.

13
Ask a Question / Slowing down actors on ramps
« on: May 28, 2016, 03:23:53 pm »
In my game there are platforms that are tilted, which means that the actor will slide down them faster than normal. I've tried to slow the actor by separating these ramps into their own actor layers and applying the maximum friction, but it doesn't seem to be working. The actor will slide so fast down the ramps that they aren't able to slow down in time to jump to the next platform. I've also tried slowing down the actor in an Events block: "when self hits ramp, set speed to 'x'" and "when self hits ramp, set friction to 'y'", but for some reason all that did was kill the actor.

TL;DR: All I want to do is slow the actor down when going down ramps, enough so that it still speeds up, but only up to a reasonable velocity. I'm sure there's some simple error I've overlooked, but I haven't found it yet.

14
Ask a Question / Bulk change animation frame speed?
« on: May 25, 2016, 05:05:08 pm »
Is there any way to change the speed for all frames of a specific Actor animation at once? I have an animation with well over 50 frames, so it would save me loads of time if I could shorten them from 100 ms to 50 ms without changing each individual value.

15
Works perfectly!! I just took the entire "Actor of Type" block and nested the if/otherwise if statements inside, and no more errors :D Thanks so much, you saved me a ton of time!

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