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Messages - combosmooth

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1
Omg I didn't know this debugger was a thing... I think I immediately see the problem
I built my walls out of a 5 rectangular Tile actors. When my main actor reaches the edges of the specific tile it is climbing it will register a top or bottom collision.

I'm assuming if I make these walls a different way so its just one block all my problems will be solved

many thanks!
Unless you have a really good reason to use actors for this, I recommend using tiles instead. Stencyl combines all tiles into a single shape, to avoid this kind of issue.

I just thought using actors would be easier and faster than using Tile API for my purposes :(

2
Omg I didn't know this debugger was a thing... I think I immediately see the problem
I built my walls out of a 5 rectangular Tile actors. When my main actor reaches the edges of the specific tile it is climbing it will register a top or bottom collision.

I'm assuming if I make these walls a different way so its just one block all my problems will be solved

many thanks!

3
I'm a programming noob so any help will be appreciated!

Intended behavior : My actor has the ability to jump onto walls and stick to them. They can then climb down or up the wall.

My issue:

I jump in the middle of the wall. If I hit the key to move up, the actor will start to climb up, but after climbing a small amount it will stop as if it is running into an invisible ceiling.
Same thing with moving downwards. Starts then stops as if it is being prevented yet there is nothing there preventing it.

Using some print blocks and the log viewer I found out the my actor is colliding with something. My actor is just a box with a form fitting box collider and i am not too sure what is happening here. Anyone have ideas?

4
Darn i never received notifications for my post so i assumed no one answered it

ive switched to using a package from forge that includes walk and jump and wall jump behaviours among others have been modifying those to fit my needs
I have tried to setting my gravity to more reasonable numbers like 85 or -85 and that has been working a lot better
I have got it to where i can stick to walls and the ceilings, and be able to climb those walls vertically and move across the ceiling horizontally.
however whether i stick on the wall or bounce off of it is still very inconsistent. Wall jumps largely work but jumping from the ceiling doesnt yet.

I will try to post my code a little bit later when im home.

5
So i'm trying to figure out a way to get my actor to be able to stick to different surfaces, everything i try isnt working out amazingly. Any general advice would be good or even ideas on how i can do it properly

At the moment
i started with using the built Jump and run movement behavior and then tried to modify it to my needs
right now I am trying to do it based on some actor - tile collisions.
when the actor hits a right wall, i switch the gravity to (1,0)
left wall to (-1,0), ceiling to (0,-1) and set everything back to default when touching the floor.

it works fine for the floor, but my for walls my actor bounces off them and ends up floating away :(

6
Ask a Question / Re: How to change game resolution, in-game?
« on: June 19, 2019, 06:23:55 pm »
who knows if anyone will ever see this, but where do you write the code?? Like in what behaviour or what??

com.stencyl.Config.gameScale = scale;
com.stencyl.Engine.engine.reloadScreen();

7
Ask a Question / Errors while building game
« on: June 14, 2019, 06:32:46 pm »
I was playing with the placement of where i was drawing certain words and everything was working fine
then I made 1 small size change to a font and now the game doesn't want to compile

I have a hard time figuring out these logs. I could really use some help

8
Ask a Question / Transparency issue
« on: May 08, 2019, 10:46:46 am »
I've seen some people have had similar problems where they try to set their image to a separate layer to fix it, but this doesn't seem to be working for me.

I took a quick video to show my problem

https://vimeo.com/334953561

Any advice would be nice.
Thanks.

9
Ask a Question / Re: Lists and accessing the value of another actor
« on: April 13, 2019, 03:40:56 pm »
many thanks. I figured out the issue
I thought the  attributes i set up were the same as actor values but they are not

i had to create the actor values in the individual behaviors


for people of the future who may fall upon this:

Set actor value ____ for actor to _____
^ this code block creates the value

10
Ask a Question / Re: Lists and accessing the value of another actor
« on: April 13, 2019, 11:34:22 am »
Thanks for responding.
I tried what you mentioned and it still isn't working properly. Code looks nicer though :D

I put a reference picture to what i tried. Is it possible i have to write out the whole name instead of you the attribute blocks for hp and max hp?
Typing out the text and using an attribute shouldn't matter. Your best option is to use the print block in your code to figure out what part is not executing. Also make sure the enemies list is updated from time to time (unless your scene starts with all possible enemies when created).

great idea
i never messed with logs before but it turns out it was simple to do.
Now I know that something about how I am trying to get and set the actor values is not working :(
it is returning Null for the values of hp and max hp

Also played 2 of your games, they're pretty sweet. I really like the block shooting one

11
Ask a Question / Re: Lists and accessing the value of another actor
« on: April 13, 2019, 11:01:02 am »
Use this instead of the while loop:
Code: [Select]
For each [item] in [enemies]
-If [item] is alive and If get actor value hp from [item] < get actor value max hp from [item]
--heal [item]
--exit loop


Thanks for responding.
I tried what you mentioned and it still isn't working properly. Code looks nicer though :D

I put a reference picture to what i tried. Is it possible i have to write out the whole name instead of you the attribute blocks for hp and max hp?


12
Ask a Question / Lists and accessing the value of another actor
« on: April 13, 2019, 08:04:06 am »
ive been working away at this code.
The intended behavior is that first my enemy actor creates a list and fills it with all  enemy actors. Then it goes through the list to see if there are any enemies where their hp< max hp. If there is, it heals that enemy and breaks out of the loop. If not, it goes through the loop until heal attempts = 0 and it quits the loop. I posted screenshots of my code for reference

I haven't been able to get it working. I know that the list is filling up properly but I'm really not sure why nothing else seems to be working. Any help/advice would be greatly appreciated.


extra info:

enemies = list attribute
heal attempts = number of items in list
random enemy =  does nothing and i shouldve removed it
hp = number attribute i set in different method
max hp = number attribute i set in a different method

13
Ask a Question / Re: walk to run behavior
« on: February 03, 2019, 01:36:29 pm »
oooooo mucho thank you.
Did not know that about the loop    :-[

14
Ask a Question / walk to run behavior
« on: February 03, 2019, 09:54:38 am »
I am having trouble with getting a behavior working
the intended behavior is if my Player is walking around uninterrupted for around 3 seconds, he gains speed and starts to run. When player stops moving,  is attacking or being hit -> he returns back to his walk speed and animation.

The problem I keep getting is that once my player starts to run, it seems he can never go back to his walking speed no matter how many checks I put in nor how many time I set his speed back to walking

Attached is the last code I attempted. I've attempted putting the run code in a separate event too, but it didn't make a difference

15
Also just figured out i could do something like this (the attachment) to set my player char attribute

in the code _Player refers to an attribute named "Player" in my scene behavior "Scene behavior"
(not sure why the underscore in _Player necessary)

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