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Messages - jexadox

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1
Ask a Question / Re: Memory Issue with Obscenely Large Actor
« on: September 04, 2016, 08:55:24 pm »
can you use regions for collisions?

2
Ask a Question / Re: Memory Issue with Obscenely Large Actor
« on: September 04, 2016, 01:45:45 pm »
I'm not sure how to do it, but i know there are ways to edit and change the images and backgrounds instead of using actors. i found my own way how having too many or too large actors *really* eats up memory. I hope that points you in a new way to expiriment?

try starting here:
 http://www.stencyl.com/help/view/image-api
http://www.stencyl.com/help/viewArticle/52

3
Ask a Question / Re: help with code and debuging!
« on: September 04, 2016, 01:41:01 pm »
ok. i got it to stop repeating that line. i just copied and deleted it to reset it. but its still not working. there's a bunch of random errors in the code i have no idea what they mean:
"Bad Field contains: False" is on there twice
[taskkill] ERROR: The process "ios-sim.exe" not found.
[taskkill] ERROR: The process "tail.exe" not found.
[taskkill] ERROR: The process "cclplus.exe" not found.
[taskkill] ERROR: The process "arm-linux-androideabi-g++.exe.exe" not found.
[taskkill] ERROR: The process "adb.exe" not found.
[taskkill] ERROR: The process "neko.exe" not found.

4
Ask a Question / help with code and debuging!
« on: September 04, 2016, 01:24:36 pm »
I need someone to help me figure this out. I have no idea why its looping this code, about once a frame. its not enough to crash the game, but its making it not run my dialogue box display behavior.

The log runs this line over and over:
Stencyl.sw.app.filewatcher.ExternalAppLauncher   [Flash] scripts.Design_22_22_screendialogue#init(131): NaN

I don't know enough about coding raw in the C++ page, but here's what the line 131 in that behavior looks like:
trace("" + _Dialoguedisplaytime);

But when i switch to the main page with the snaps, i don't see a problem. the After __ seconds block has 2 or 3 seconds listed. nothing is blank!

5
Ask a Question / Re: Importing/Exporting behaviors is not reliable in S3.4
« on: September 03, 2016, 02:02:51 pm »
right now, the "export" button in scene behaviors literally exports the image you used to identify it. very unhelpful.

6
Ask a Question / Re: Importing/Exporting behaviors is not reliable in S3.4
« on: September 03, 2016, 02:01:43 pm »
has this been addressed at all since you posted? I'm getting frustrated that i can't just export a behavior from one game and import it to another. It makes this idea of creating "training" games that i'm just goofing off in less attractive. Because everything i learn i have to hand move to another game. especially since you can't have 2 games open either, so copy and paste might not even work.

7
Shared Resources / Scene Behavior: Dialogue poppup
« on: September 03, 2016, 01:36:10 pm »
I made a scene behavior thats really easy to adapt to any game and scene. I fully explain it here: http://jexadox.wixsite.com/stencyl/single-post/2016/09/03/Screen-Behavior-Dialogue-Popup

basically, I created a game attribute called "Dialogue on" (boolean) that when True will trigger the scene behavior to draw a rectangle on the screen and draw 4 lines of text. after 2 seconds it sets the attribute back to default False.

8
Ask a Question / Re: Help: my camera scroll code isn't working
« on: September 02, 2016, 01:31:55 pm »
if you go past the camera in -x direction, you can leave the screen. the camera scroll continues moving at the normal speed. i dont know how to turn debug mode on, what is that?

9
Ask a Question / Re: using screenshots as backgrounds
« on: September 01, 2016, 05:09:54 pm »
Is it not possible to use backgrounds like this? or is there a way to bind the image to the scene instead of the camera?
I've already noted that the max tile size i can import an image is around 80x30 and not 100x35. Which makes most of my scenes quite small :'(

10
Ask a Question / Re: using screenshots as backgrounds
« on: September 01, 2016, 05:01:34 pm »
ok. new problem. I managed to get the colisions set to the bg by not saving it after getting everything set up. but now when I test it the background is "bound" to the top right of the screen. it does not scroll with the scene like I thought it would. is this supposed to happen? is this a stencyl issue????

11
Ask a Question / Re: using screenshots as backgrounds
« on: September 01, 2016, 03:05:35 pm »
Nooo!
as soon as I saved it did it again, it shrank the background to have a letterbox around it. what the heck????

12
Ask a Question / Re: using screenshots as backgrounds
« on: September 01, 2016, 03:03:36 pm »
Ok... I got it to work one time. I said "attach to scene" from the image manager... why does that work instead of adding it from the scene?
so confused....

13
Ask a Question / Help: my camera scroll code isn't working
« on: September 01, 2016, 02:58:42 pm »
I got a little bugged with the prebuild camera follow behavior. So I found a way to add a dynamic to it. I set the scroll speed to 1 (a nice lazy scroll that centers the camera on the player if he's only walking). But (with Jump and Run Movement prebuild behavior set to 20 you easily run outside the camera).

So I added some code to the camera. I added a new update/always page. I got it to work perfectly for moving in the positive X direction. The player runs to the edge of the screen and 'pushes' the camera with him till he hits something (the edge of the scene). If the player stops in the middle the camera still slowly centers itself. Here's the code I got to work perfectly:
[see picture 1]

Now, I can't get the camera to do the same thing the other direction: negative X. You can't just flip all the plus' to minus'. You have to account for the width of the player (self). But I've run through the code logically several times and it *should* work in my head.
Especially since this worked in the X positive direction. Anyway, here is the code I can't get to work:
[see picture 2]

14
Ask a Question / Re: Where is the set score button in stencyl?
« on: September 01, 2016, 01:54:38 pm »

15
Resolved Questions / Re: [Solved] 2-way doors between scenes
« on: September 01, 2016, 11:54:07 am »
I'm looking at doing something very similar to this. instead of having a bunch of door ID's, I'm using regions to define when to switch scenes.
I'm not far enough in design to try it yet, but my idea was to create an attribute called Player Location (number). and each time the player enters a region it sets the number to a number correlating to the place she should be drawn in the next scene; and then it triggers the scene change.
Also prevents the character from appearing multiple or no times in a scene.
I'm still pretty new though and haven't tried this idea yet.

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