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Messages - ichimitch

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Ask a Question / Re: Need to learn how to debug....
« on: July 14, 2018, 01:29:58 am »
Thanks for taking the time to look at it.

I set the off screen bounds for the enemy character.  I wanted them to be able to slightly exit the screen before bouncing off the edge and changing direction. Do you think that may somehow be effecting the bullet?  Perhaps it has effected the entire scene rather than just the desired actor.
I normally do set actors to be killed off screen but somehow missed it this time... Thanks for picking that up.

Ask a Question / Re: Need to learn how to debug....
« on: July 13, 2018, 04:25:26 pm »
I'll re-download it when I get another opportunity (likely tomorrow). If noone else figures it out by then I'll take a look.

Sorry to bug you, I follow you on Twitter and know you're probably very busy working on that Spokane Goat project (which looks very impressive). If you do manage to find a moment are you still able to give this a look? Nobody else has shown any interest...

Ask a Question / Re: Vector art software recommendations.
« on: July 09, 2018, 07:58:20 am »
Thanks guys. I tried Inkscape for a bit. As well as a bunch of others I found at

After installing and uninstalling a number of them I finally settled on Gravit Designer

It has an infinite canvas mode, a grid that can be either square or isometric and a pretty simple interface which meant I didn't have to spend long scratching my head trying to figure it out. If anyone else lands at this thread looking for recommendations I suggest giving it a look.

Ask a Question / Vector art software recommendations.
« on: July 09, 2018, 03:38:07 am »
Does anyone know of a user friendly vector illustration program? 
Ideally with the ability to snap lines to set angles, like holding SHIFT key in (raster software) Aseprite.
A bunch of shape tools would be good, too.

Ask a Question / Re: Need to learn how to debug....
« on: July 06, 2018, 09:17:24 pm »
Oddly, the problem with not shooting at 45 degrees was a problem with the computer I was using.  While testing on another computer there was no issue. The issue with bullets stopping mid-flight is still an issue, though. I'll edit the original post to line up with the facts.

I originally thought the issue with the bullets might be caused by using "last created actor" as periodically the last created actor may be an enemy, not a bullet. So I changed the code blocks for both the enemy and the bullet to no longer use the last created actor function but the problem persisted. I did try to use the 'print' block and view the console but I didn't find what I was looking for... I'll keep trying.

Ask a Question / Re: Need to learn how to debug....
« on: July 06, 2018, 12:52:00 pm »
I disabled two extensions that weren't actually in use and reattached .stencyl the file.  I've edited the original post with links for the two extensions which are in use.

I also fixed the N timer issue that you pointed out to me. Thanks.

I wasn't able to import the game. There are a lot of missing extensions. If you could please list them and links to download them then it'd be easier for someone to pick this up and look at it.

While not relevant to the problem you're describing, your "do every (random integer between 2 and 5) seconds" won't have the desired effect. Another way to think of a "do every N second" block is to imagine giving the computer the instruction, "start repeating this every N seconds". Once you give it that initial instruction, whatever value for N is set is permanent. See link if you want a variable delay.

I don't know what the purpose of the 'randomizer' is, but I might be missing blocks because I don't have the extensions you require.

General debugging tip: Use the print block and keep the log viewer open while you run your game. This is useful to test things like collision response code, where you need to figure out if your code isn't working or the collision itself isn't happening. Printing values of variables can also help you figure out what's going wrong.

Ask a Question / Need to learn how to debug....
« on: July 06, 2018, 11:14:01 am »
I'm just trying to recreate old simple games to learn as I go.

This game has an issue that I seemingly can't figure out no matter how long I try...  Bullets sometimes lose all X and Y speed and stop dead in their tracks.  I've also noted that once this happens enemies can pass over them without collision.

I keep examining the code blocks but I'm at a loss.  Can someone give me some pointers on how to debug such things? And if gracious enough take a quick look under the hood to tell me what bad practices I'm doing?..

Extensions used are:
All in one Booleans -,29132.0.html
Workflow Utilities -,44968.0.html

I used GeorgeN's 'Save Attribute' extension to save and load the volume attributes without having to save/load other unwanted attributes.  Excellent extension.  Really should be part of Stencyl's base package.,22217.0.html

Extensions / Re: Workflow utility engine extension
« on: July 05, 2018, 10:44:55 pm »
I've just discovered the world of extensions for Stencyl. 

I think your 'Workflow Utilities' extension, Photon's 'All=in-one Boolean' extension, ETHproductions 'Extra Utils extension' and GeorgeN's 'Attribute Saving' extension should all be a part of the base Stencyl IDE...

Thanks for the contribution.

Extensions / Re: Extra Utils Extension [2.0.1]
« on: July 05, 2018, 09:25:37 am »
Was linked here for the save block. Very Useful! Thank you.

Ask a Question / Re: Lowering the volume on every channel but one
« on: July 05, 2018, 08:40:04 am »
Thanks Luyren,  that did the trick; and now I properly understand how to use that loop :)

I'm working on a main menu for a desktop game

There are two settings under the sound menu:
BGM volume
SFX volume

Since I will always assign the music to channel 0 it was pretty straight forward.  I created a number Game Attribute to store "BGM volume" value and then set the volume of channel 0 to that value.

I essentially want to do the same thing with the SFX volume. I created a number Game Attribute to store "SFX volume" value and now I want to apply that value to the volume level of every channel except channel 0.  What would the best way be to achieve that?


As a second part to the question... I'd also like the game to 'remember' the volume settings so that next time the game is run it will retain the users settings.  Should I use the save/load blocks to do that?

Controller support is possible. LD41 is Ludum Dare 41 ( The theme this time was 'mix two incompatible genres'. The only RPG/Pinball game I can think of is the NES Pinball Quest.

Oh, interesting. Thanks!

Could you make the third key ctrl, alt, or shift? Even on a 2-key-rollover keyboard those keys should be on some separate "circuit" (probably the wrong word) so that key combinations like ctrl-alt-del would work.

Edit: "Pinball with Arcade and RPG elements" sounds awesome. Could've been a fit for the LD41 theme, too  :D

I'm just continuing development on my desktop machine (with beloved mechanical kb) I'm not too concerned with the control layout yet as more may be added. Or maybe I'll even change my mind on some things and take them away. Once the game is a lot closer to being finished I'll sort that stuff out. I also want to add controller support... That's possible with Stencyl, right?

I had to Google LD41. A flashlight, right?  Basically all of the images are currently just placeholders. Just the most simple of graphics one could possibly slap together in MS Paint. The idea was to focus on the game's story and mechanics now and once coding is like... 80% or 90% complete, I'll start trying to gain some pixel art skills and replace all of the images.

I've paid for a few art programs: Marmoset Hexels 3, Pyxel Edit, Asprite and Spriter Pro. I'll see how I go with those... Otherwise if I'm not able to get my own art to a standard that I'm happy with, I'll have to try to get an artist involved. Just figuring all this stuff out as I go along... I'd prefer to do everything myself like the Edmund McMillen (Super Meat Boy and Binding of Isaac) or Jun'ya Ōta (Touhou Project) but I'm aware that might be overly ambitious. 'Aim for the star but keep one foot on the ground'.

Ask a Question / Re: More than two control inputs at a time
« on: May 10, 2018, 10:05:11 am »
Okay, yep. It's a bloody laptop hardware restriction; and this was marketed as a "gaming laptop". Wow...  Guess I won't be working on Stencyl projects on my laptop anymore.

Sorry to bug you all for nothing. Please do feel free to view the stencyl file and offer some constructive criticisms, if you feel like it. Thanks.

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