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Messages - DrunkenShakespeare

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I know it sounds like a "duh, that's how images work." scenario, but I can scale the huge image down to the size I want it, and the resolution stays the same over a smaller area. The problem is that causes the actor to glitch out.

I want it to be smaller, but without the resolution depreciation.

Okay, so I think there is something i'm not getting, or something I did not explain well. After playing around with it for a bit, I still have the same basic problem. I can't get the image smaller. Higher resolution images look nicer, but are also proportionally larger, rather than just more pixels per square inch. the x4 option seems to make the higher resolution images be both 4 times smaller and have 4 less times the amount of pixels per square inch.

I guess 1920x1080 seems as good a resolution as any.

To be quite frank I didn't mess with it because I didn't understand it. I'd want higher resolutions anyways. Just to eyeball it, What would be a good screen resolution for higher scale images?

scale is x1
scale mode is "no scaling"
asset scales are x1 only

Screen size is 640x480. I am designing for desktop.

I didn't know I could change the resolution of my game. That's probably part of the problem. Where would I find what my resolution is? I can find screen size and scene size, but I'm not sure if you are referring to something else.

Hia, I'm trying to get my player actor to have animations with a resolution range of "100p x 150p" to "200p x 300p". I can do this, but my player actor is then huge. It's a x1 asset (I don't know the technical terminology. when I import the images, I can select x1 to x4). x4 gives me the correct size, but then the image quality is depreciated by 4 times, almost down to a messy blob of indistinguishable color. So that's not what I want. I tried scaling the actor instance in my scene down to "X: 0.25 Y: 0.25", but then the collision based behaviors it has glitches out horribly (which is unfortunate, seeing as I use those to tell it when it's on the ground, among other things).  If anyone has any idea on how to have a small but relatively high resolution actor, or even a method of scaling that doesn't affect the collision equations, I would appreciate it.

In short I figured it out, but I still don't know why it happened in the first place. :/

The behavior is the default "Camera follow" that comes with Stencyl. Additionally the only actor in my scene is the player actor. The actor only has the one behavior. The whole thing is rather spartan and minimalist (in order to reduce possible variables). Another note is by changing the window size by half the Y axis is "un-stuck". I feel like an idiot for not thinking of that sooner (I thought the code was the problem). By the question still remains, why was the behavior stuck in 1280 x 960, but fixed 640 x 480?

Hi, I posted about this a few days ago, and have come up with a little more information, but still do not know how to fix my problem. The "Camera follow" behavior (or any other behavior involving the "move camera center to..."), which is attached to my player actor, only works on the X axis, but seems to be stuck at the top of my scene for the Y axis. There is room for the camera to pan up and down, as the scene is rather tall, and the camera does indeed follow my actor along the X axis as it should. One anomaly that could be of importance is that my scene window is larger than the window of other scenes (of similar size) that I have made in the past (not in this game though.  There is only one scene in this project thus far). I did not adjust the window size from the default (as far as I am aware. Obviously I must have, or something did at any rate. but not through the intended channels). Anyways, if anyone has any idea why the camera is stuck on the Y axis, any theories would be appreciated.

Thanks in advance!

Ask a Question / Re: Camera pan not working/ updating?
« on: August 05, 2017, 11:08:31 am »
I also made a camera behavior for the scene (for science, made just now). "when updating {set camera X value to "Delta" (a number variable adding up every act) and Y value to "Negative "Delta"'}" This did not change the position of the camera at all. I tried it with different combinations of the the negative values just to be sure I wasn't pushing the camera in a direction that it couldn't go any further into. Funny thing though, if I manually enter values into the "X value" and "Y value" (such as 2000, -2500), the camera moves to those coordinates.

Ask a Question / Re: Camera pan not working/ updating?
« on: August 05, 2017, 10:54:22 am »
Additionally, If I create a "new game", make an actor with the "camera follow" default behavior, this same thing happens in any scene I make. It should be noted I have no movement logic (besides gravity) attached to the player actor, meaning I have not tried moving it through keypress command and seeing if the camera will follow then. I don't think it should change anything, and I want the camera to be able to follow my player actor right from spawn. The player actor is also being manually placed in the scene, rather than procedurally generated.

Ask a Question / Re: Camera pan not working/ updating?
« on: August 05, 2017, 10:37:35 am »
I set my player to be active with the same result. An interesting thing though, if the player starts on the screen (but offset from the center) or slightly off screen to the left or right of the camera, the camera X value centers on the player actor. The Y value doesn't change, and the X value doesn't focus on the player actor (even when set to be always active) if it is any more than slightly off screen. :/

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