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Messages - KGBlag

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1
Ask a Question / Re: Let's put an end to this "Camera Jittering" Problem
« on: January 14, 2019, 11:40:31 am »
I was trying to link a parallax actor to the X and Y of the camera local but as I've come to realize having code linked to the camera gets you something that looks like the gif below. I was able to get the player to keep with the camera so this has nothing to do with the actor itself but how the camera is coded or the relation actors have with the camera. I found that putting the  code for the camera last after the physics code works out fine. Actors the camera depends on or actors the actor the camera is coded with (dummy actor) also don't jitter but as soon an actor is dependent on the code of the camera or dummy actor then that actor jitters. 
This strange jittering has been discussed before in the forums but no clear instruction on how to prevent it has been given. It's been attributed to physics many times but I can affirm this just isn't the case most of the time. This image is from gamemaker so this isn't an isolated problem. I'd recommend at least skimming the linked article. 
The code for the parallax actor is also below. It would work as intended if it weren't for this jittering.

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Ask a Question / Let's put an end to this "Camera Jittering" Problem
« on: January 13, 2019, 09:43:46 pm »
Ok, so I have an idea of why this is happening. It has to do with the order of the code I believe? I used to believe this was a problem with Stencyl until I read this: http://www.kinematicsoup.com/news/2016/8/9/rrypp5tkubynjwxhxjzd42s3o034o8 While explanations are given for unity users there is still yet to be a clear explanation to deal with it in Stencyl. 

I've successfully fixed the camera for the player character, placing the camera center block at the tail end of the code but I'm still confused as to how to apply this to other actors.  I'm trying to create a parallax actor that based off of the position of the camera but now I guess that mains the logic for that actor is placed after the camera I guess? Please, if anyone has experience with coding the camera proper it would be helpful for everyone  for an explanation as to how to use it. Thank you.

3
Archives / Re: Multi layered backgrounds?
« on: January 11, 2019, 02:38:25 pm »
I know this is really really old but  it's something I was wondering myself. I think that if someone really wants very complex backgrounds then you'll have to use actors. From the looks of it this is what Cuphead did: https://www.youtube.com/watch?v=omPcC_cfluk

4
Ask a Question / Re: Slopes in Simple Physics
« on: January 06, 2019, 09:57:27 am »
Correct me if I'm wrong but I believe last time I checked simple physics does not allow for the use of sloped tiles. It reads them as blocks.

Update on that code btw. Still flawed but coming along. Might be ready to finish the collision on the ramp and upgrade from stairs to a proper slope. The test has been updated as well so feel free to play it. I'll post the code here. Again, the game attributes can be ignored as just attributes.

5
Ask a Question / Re: Slopes in Simple Physics?
« on: January 04, 2019, 01:45:29 pm »
Update: I've made progress I feel. I just wish the code itself was cleaner. Everything I do is kind of a ducktape style solution unfortunately. I'll try and clean it myself but if anyone is curious or have any butter solutions on how to write this mess I'd like to hear.

http://www.stencyl.com/game/play/39847

You can ignore the game attributes as I never used them outside of this actor. The collisions on the steps are exactly how they look.

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Ask a Question / Re: Slopes in Simple Physics?
« on: January 04, 2019, 09:36:01 am »
I'm working on my own solution to this problem. Still rough but seems promising: http://www.stencyl.com/game/play/39847

Still, if anyone has any working methods that have proven to work I'm all ears.

7
Ask a Question / Re: Ramps in Simple Physics?
« on: January 03, 2019, 06:11:02 pm »
I prefer simple physics as of right now because it's what i'm comfortable with and 2dbox has a few problems regarding the physics like actors getting stuck on tiles and tile actors. Found a method that may work, something like this: https://www.youtube.com/watch?v=1r1rElIiWqw
Not sure if something like this could be pulled off or not though.

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Ask a Question / Re: Ramps in Simple Physics?
« on: January 03, 2019, 03:20:40 pm »
They only work in 2dbox

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Ask a Question / Slopes in Simple Physics
« on: January 02, 2019, 03:07:53 pm »
Is there a way of pulling it off? I have a few ideas but I'd like to know if any of you already have an way of doing it. I know the ramps will have to be actors, if cave story was able to do it then I'm sure it can be pulled off somehow.

10
Do you mind uploading the scene and linking it to this thread? It's a lot easier to get a feeling for what the problem is when we can actually see it in motion.

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Ask a Question / Re: Actors and Tileset Communication Ploblem
« on: January 01, 2019, 10:33:40 pm »
Something like this may work. I guess I should be more specific though. I'm trying to have the actor check to see if there is a tile right below them, like the line of pixels right under them in order to to toggle a "grounded" attribute. Of course I could use collisions but I find them to be unreliable.  Thanks for the help.

Update: it works, thank you. I am concerned however how this method would fair on ramps. Thank you again.

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Ask a Question / Actors and Tileset Communication Ploblem/Solved
« on: January 01, 2019, 08:49:29 pm »
I'm trying to make it so if there are tiles is a specific location in comparison to an actor the actor will behave differently. I'm trying to do this without using collisions. I can't really find any ways of getting actors to communicate with tilesets outside of the collisions so if anyone has an answer it would be deeply appreciated as relying on the collisions is very finicky. Is there a block that addresses none-actor tiles?

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Ask a Question / Re: How to repeatedly shoot while button is held down
« on: December 10, 2018, 07:34:10 pm »
Something like this should do it.

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Ask a Question / Re: Implementing Scripts?
« on: December 05, 2018, 12:26:36 pm »
Either way, I wouldn't mind knowing how just in case it does work.

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Ask a Question / Implementing Scripts?
« on: December 04, 2018, 12:48:16 pm »
Upon discovering that if your desktop resolution is smaller that your game runs faster while in fullscreen I was wondering if there was a way to make the game run a script the decreases your screen upon launch. I've played games before that after you quit your screen res is smaller as to help the games performance, I was wondering how you could pull that off. I assume it's a script in the folder with the game that runs when you launch the game. Anyone have more knowledge on this? 

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