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Messages - Ceric

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Resolved Questions / Re: Faced with problem when testing game
« on: September 13, 2015, 12:41:22 pm »
I'll give uninstalling and reinstalling it a shot. Could be some kind of conflict between old/new files.

Edit: That worked. Had to completely uninstall Stencyl and then run as Admin when reinstalling.

Resolved Questions / Re: Faced with problem when testing game
« on: September 12, 2015, 01:27:12 pm »
Yup, same here. I created a test game with a single Behavior, 1 red block as an actor, a single Blue Block tile as walls. Every time I attempt to test I get the same error.

Logs attached.

Ask a Question / Re: How limited is Stencyl?
« on: November 16, 2014, 05:45:29 pm »
For the web (i.e. Kongregate), all you need is the free version. For Steam (i.e., desktop), you need Indie. Check out the pricing page here, which lists which platforms you can publish to:

Ask a Question / Re: How do I make Masks and Revealing Buttons?
« on: June 01, 2014, 12:19:51 pm »
If you want the clothing Actors you create to remain in the same place, you've got a couple of options. First, you could use Game Attributes to store the X and Y coordinates of each piece of clothing and then load those Game Attributes when you change Scenes. That's assuming by "change Scene" you literally mean to switch from one Scene to the next.

Alternatively, you can use regular Attributes, assuming that you're not changing Scenes, to store the new X and Y values of each clothing Actor and then when you hit the button to change the clothing, instead of the Behavior loading the default X and Y positions that you entered, it would use the X and Y values of the most recent position the clothing Actors were in.

Basically you're just continually updating and storing the X and Y positions of the clothing rather than using the default values.

I modified the Behavior above and tested it with the Drag and Drop Behavior and as far as I can tell it works.

Let me know if you want me to explain anything about the Behavior.

Ask a Question / Re: How do I make Masks and Revealing Buttons?
« on: May 31, 2014, 10:27:23 pm »
Here's a basic button Behavior (it's a Scene Behavior) that creates new actors when you click on the button and removes them when you click on the button again.

There are certainly other ways to create a Behavior that creates and removes images when you click on it, for example by using a single Actor with multiple animation frames for each different piece of clothing, but since I thought you might be using the new Image API to attach images to Actors, it would be better to create multiple Actors.

Anyway, this Behavior isn't really optimized for creating tons of Actors, and I'm positive you'll have to modify it to work with the rest of your game, but I figured this Behavior could give you a starting point.

Let me know if you have any questions about it.

As for masks, you may want to play around with the new Image API since you can use images as masks and attach them to Actors.

Here's a guide to using it: Image API Tutorial.

Ask a Question / Re: Extend Scene?
« on: March 15, 2014, 11:00:06 am »
Saw this was answered elsewhere.

Ask a Question / Re: Extend Scene?
« on: March 13, 2014, 09:09:34 pm »
Have you tried the Move Camera block? It's under Scene -> View.

Cool, glad to hear it worked with your use case.

Game Art / Re: Music and Pixel Art Programs
« on: March 09, 2014, 10:32:19 pm »
Yeah, Pyxeledit exports to PNG format. You can either export the tiles as individual files or as a sheet.

When you say "he comes in later on," are you using the Create Actor block to create him in the scene or did you just place him off-screen (outside the viewport)? 

Also, if your goal is to just save the X and Y values of the actor, did you trying the For Each Actor of Type block (under Scene -> Actors)? That basically allows you to say "if there is an Actor on screen that matches a certain Actor Type, do something." Note that you can drag the pink "actor of type" block inside the For Each Actor of Type block into the x of Actor and y of Actor blocks (replace Actor with the pink Actor of Type block).

That would mean that if your Blacksmith Actor isn't on screen, the Behavior wouldn't do anything because the initial condition of the Actor Type existing in the screen at all hadn't been met. Then, when the player encounters the Blacksmith Actor, since it matches the Blacksmith Actor Type, the code would kick in and grab that Actor's X and Y position.

Another option, I think, would be to use the Enters or Leaves the Scene or Screen Event type (under Events -> Actors) and, again, choose Actor of Type. That way, your game wouldn't try to grab the X and Y position until the Actor had appeared on screen or in the scene (if you used "make actor always active").

Ask a Question / Re: Scrolling Camera
« on: March 09, 2014, 09:15:59 am »
One method for doing this is to attach the camera to an invisible Actor, which doesn't interact with anything else collision-wise, and then have that Actor constantly move to the right.  Use the block in the Design Mode palette under Actor -> Drawing that says [Show] sprite for [Actor] and switch [Show] to [Hide] to make the "camera" Actor invisible.

Journals / Re: The Search For the Seven Stones
« on: March 07, 2014, 10:04:15 pm »
So what's the gameplay like? Is it a turn-based RPG or more of an adventure game without combat? Just curious about the gameplay mechanics you have in mind.

It usually means something doesn't exist or wasn't defined, for example you created an attribute but then didn't set it equal to anything. Alternatively, it means one Behavior that's attached to an actor or scene is trying to access information about an actor that no longer exists.

Can you post the code for your behavior? It's hard to say what's going wrong without knowing more about how you're attempting to give your main actor a weapon.

Ask a Question / Re: Help Needed With Motion/Jumping (Behaviors)
« on: February 25, 2014, 09:16:07 pm »
Those two behaviors aren't really designed to work together. Wall Jump uses various Actor Values, sort of like attributes that are accessible by the entire actor, regardless of behaviors, to check the actor's state (whether it's on the ground or not or jumping, etc.). Jump and Run Movement doesn't take that approach.

My suggestion would be to stick with the behaviors from the Jump and Run Kit because they are designed to work together without issues. That kitis downloadable here:

Yeah, basically if an actor has a behavior and that actor dies, any behaviors associated with that actor disappear until you re-create that actor. That said, can you post a screenshot of your behavior? Also, are you using behaviors to create the actors in your scene or are you placing them manually in the scene using the scene designer?

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