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Messages - PiggyTheAstro

Pages: 1 2
1
Ask a Question / Re: Collision problem
« on: July 29, 2019, 02:59:18 am »
Of the game crashing or the actor passing through the tiles?

2
Ask a Question / Re: Collision problem
« on: July 28, 2019, 08:07:07 am »
bump

3
Ask a Question / Re: How do you stop creating actors?
« on: July 28, 2019, 06:25:14 am »
Don't use the "when updating" event to create actors. Use "When created" or "Do after x seconds". If none of these fit the thing you're doing then Create a boolean attribute and  do this:

When Created:
{
Do after X seconds
 {
  Set X to true
  Do after X seconds
  {
    Set X to false
   }
 }
}

Then do in the "When Updating" event:

If X = true
Create Actor

4
Ask a Question / Re: Collision problem
« on: July 23, 2019, 05:07:14 am »
It's an open world(ish) roguelike, each floor is 500x500 and to make the procedural generation work the scene must be filled with tiles. Using tile API

5
Ask a Question / Re: Collision problem
« on: July 23, 2019, 02:27:07 am »
UPDATE: this is happening because of simple physics, I cant use Box2D because then the game would crash from having too many tiles and I cant set the tiles to have simple physics through the tile API.

6
Ask a Question / Collision problem
« on: July 18, 2019, 06:54:51 am »
I have a game with an actor that has animations for him moving to the right. and to the left. The left animation is the exact same except that it's mirrored horizontally. The collision boxes cant be in the same position in the left and right animations because the actor leans forward so the collision box in the chest of one animation is on the sword of the other. It's not a big deal but when the actor goes right and into the wall, the collision bounds stop him from going into the wall, but if I turn sharply then the collision box changes place and goes into the wall which makes the actor stuck. Is there a way to fix this?

7
Ask a Question / Re: Invisible tiles?
« on: July 03, 2019, 12:17:44 am »
That is the exact same thing though, the time periods in the original code are to slow the process down because the game would crash from placing 16k tiles at the same time.

8
Ask a Question / Re: Invisible tiles?
« on: July 02, 2019, 12:14:54 am »
No, not changing tiles, so far I only have the wall tiles being placed and deleted.

9
Ask a Question / Re: Invisible tiles?
« on: July 01, 2019, 06:51:58 am »
Any solutions?

11
Ask a Question / Re: Invisible tiles?
« on: June 24, 2019, 11:46:42 am »
Can't do that since game is too large. (campaign and items take make the game take up around 15MB. Endless mode is what I'm having problems with and I started developing it quite recently.

12
Ask a Question / Re: Invisible tiles?
« on: June 24, 2019, 06:06:33 am »
How do you insert the stencyl file into a post?

13
Ask a Question / Re: Invisible tiles?
« on: June 18, 2019, 05:05:04 am »
How can I post the file?

14
Ask a Question / Re: Invisible tiles?
« on: June 16, 2019, 07:11:09 am »
Yes, and as I said, the collision boxes of the tiles are there so the player can't walk through them, theyre invisible though

15
Ask a Question / Re: Invisible tiles?
« on: June 16, 2019, 12:21:51 am »
Alright, some more detail. I made a scene behaviour that procedurally generate a dungeon, it would carve out the rooms so that that would not overlap. When I filled the scene with tiles using the scene editor it woker perfectly but the hitboxes of the tiles were missing, which meant that the player could walk through them. So I kept the code intact, removed the scene editor tiles and made a behaviour that would fill the scene with tiles at the start of the scene. It works, but the tiles are invisible, the player can't walk through them but they are not displayed on the screen.

Code:
When created:
http://prntscr.com/o2g8rf

Carving out part 1:
http://prntscr.com/o2g8xy

Carving out part 2:
http://prntscr.com/o2g91m

Also, the tiles are on the same layer.

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