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Topics - darrigaz

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Resolved Questions / Solved - Clearing out save data?
« on: December 13, 2014, 03:52:25 am »
I'm having an issue with a game that loads up two different scenes depending on whether the game attribute for "tutorial complete" is true or false.

Basically after I've flipped that bool with game progress and triggered a save (ie after I've done the tutorial) every time I test the game afterwards I always start from after the tutorial scene.

Is there a way of clearing the save data so I can test from fresh, rather than having to do builds every time I want to test with game attributes having their default values?

Ask a Question / Getting List Game Attributes using a string
« on: November 15, 2014, 03:39:08 pm »
I'm trying to make a shop with some buy buttons and progress bars for buying and displaying upgrades. I think I've got something that almost works but in order to genericise the behaviours (so I don't have to write a different behaviour for every button and bar) I need to be able to get values out of a list that I'm storing as a game attribute by invoking the list as a string (or some other way). I'm using "Value of game attribute with name:" to do this for the index of list but using that on the actual list itself throw compiler errors about type mismatching.

Is there a list suitable alternative to "Value of game attribute with name:"?

Resolved Questions / Solved - Blood Spurts?
« on: September 01, 2014, 12:41:19 pm »
Can anyone suggest any good physics settings for some blood pfx?

I'm operating in a gravity free environment and want to shoot out some spurts of blood pfx (just actors generated at random rotations and pushed away with random force) when an actor dies.

Everything I've tried thus far seems to be all bouncy or take a million years to slow down to a halt.

5 points for the person who can get me closest to hotline miami.?

Resolved Questions / Help decoding logs...
« on: August 07, 2014, 11:13:49 am »
I've got a game which has a load of actor spawners, loads them all into a list and then randomly picks an actor from the list to make a zombie at. For some reason after a while the spawners stop working.

I'm getting null pointer exceptions but can't decode them in my logs.

 Anyone with more knowledge able to point me in the right direction?

Ask a Question / Putting a Frame around your game
« on: August 03, 2014, 02:26:04 pm »
Hi all

I'm doing GB Jam 3 ( and I'm thinking I'd like to put a gameboy style frame around my game. Like the one in Cat Astro Phi

Ideally though I'd like to have actual start/select/a/b/Dpad buttons on it so that I can port across to android and use those buttons as the virtual touch screen buttons.

Any ideas?

Just make the game bigger and stick them all on a layer on top of everything?

PS. Linky link to my game as it stands

Ask a Question / Repeat until causing crashes?
« on: July 24, 2014, 03:00:38 pm »
I'm trying to make some dialogue boxes that wait until they're tapped/clicked on and then progress to the next box. I was hoping i could use "repeat until (mouse is down on the speech bubble)" to do the waiting bit but that just seems to cause an instant crash. Is it because it's stopping everything completely and if so is there a better way of doing what I want?

Ask a Question / Drawing Text
« on: July 21, 2014, 02:05:01 pm »
I'm having a problem with drawing text.

I've got a behaviour that does only the stuff in  the attached imaged. It's attached to a dialogue box actor and given a basic "AJSHDKJASHDJLAHSDLJASD" string to test.

However it doesn't print when the dialogue box is on screen...what gives?!

Chit-Chat / Game Boy Jam 3
« on: July 17, 2014, 03:18:38 pm »
Anyone doing Game Boy Jam 3? The last two had some pretty cool games and spawned the ultra mega great Dangerous Dungeons (or so I believe anyway...)

Resolved Questions / Can't test on android
« on: June 07, 2014, 10:08:05 am »
I'm unable to test my game on android. It compiles for a long time and then fails, the log files show a final error of this

[LOG] C:\Users\Grant\AppData\Roaming\Stencyl\stencylworks\android-sdk\android-sdk-windows\tools\ant\build.xml:598: The following error occurred while executing this line:
[LOG] C:\Users\Grant\AppData\Roaming\Stencyl\stencylworks\android-sdk\android-sdk-windows\tools\ant\build.xml:713: The following error occurred while executing this line:
[LOG] C:\Users\Grant\AppData\Roaming\Stencyl\stencylworks\android-sdk\android-sdk-windows\tools\ant\build.xml:727: Class not found: javac1.8

I've got the java SDK installed and was wondering if I need to manually put something into that folder ?

Ask a Question / Behaviours randomly not functioning?
« on: March 28, 2014, 04:09:11 pm »
Has anyone ever had any issues with behaviours failing to function (activate at all) a seemingly random fashion.

My current game

is experiencing some issues with random scene (and possibly actor behaviours) not doing there stuff for seemingly no reason. The behaviours work on one scene and then not the next. If you close the game down, boot it up again and return to the broken scene it will miraculously start working again and then be broken elsewhere.

Current example is that in some scenes the pause screen will be unopenable and the clock will fail to be drawn but I think I'm getting a similar issue with actor behaviours for taking damage.

I've attached my latest batch of logs. Anyone know where I should start with trying to debug this?

Stencyl Jam 14 / Battle R Isle
« on: March 27, 2014, 04:05:40 pm »

Deadline's fast approaching and I'm starting to panic so to gee myself up I thought I'd announce my game and hopefully get some mild encouragement and feedback.

Therefore I present to you

Battle R Isle

At the behest of the brutal government regime you and 19 of your classmates are standed on R Isle and given one instruction: Kill each other off. Starting with a random weapon you will explore R Isle killing or being killed over the course of a 3 day Battle R-(no wait I can't call it that can I?) holes bared blood bath.

Exciting features:
-Full blown A* pathfinding (Huge props to Jihem for the extension)
-14 exciting weapons (from guns to swords to inflatable mallets)
-Head explosions! (Step into a danger zone for too long and watch the brain chunks fly!)
-20 Playable characters (Pick your favourite!)
-Persistent deaths (Bestrew the island with corpses)
-Multiple endings!

Incoming features
-Music! (No idea where I'm getting it but it's going to be immense)
-Sound effects! (Also immense!)
-More Endings!
-Better aligned weapon animations!
-Buildings and building interiors!

Known Issues
-Lack of audio
-Ocassional crash to do with spawning actors types when calling them by name with custom blocks
-All the actors below row C spawning at 0,0 (need to update the safe positions on a per scene basis)
-Possible lack of originality...
-Wait haven't I seen this all before somewhere (including that logo?)

I should also probably point out that I'm a huge BR fan and the whole point of this was that I've always wanted to play a Battle Royale game so I thought I'd try doing a game I wanted to play more than I wanted to make. I'm not affiliated with anyone who has any affiliation with the franchise in any way and all copyright, patent, eveything belongs to the hard working and talented people who originally created the book, film and manga (and I guess who ever owns the rights to each of those now).

Any feedback is super welcome.

Ask a Question / Sorting actor z order based on height
« on: March 17, 2014, 03:53:20 pm »

I'm trying to do a sort of orthographic/top down/sidescrolling view adventure game

And it's begun to really annoy me that when you share the same screen space with an enemy your Z-order doesn't change to be in front or behind them based on your height. I have some code that tries to look at all the actors on screen and if they're a player and their height is more than the enemy and their z-order is higher then it'll move the enemy to that layer and then move them in front. I've also tried to get it to do the same to move them backwards.

However it doesnt work and I'm pretty sure I'm going about this in a terrible way.

Can anyone suggest something better?

Ask a Question / Making a grid of actors
« on: March 11, 2014, 03:44:15 pm »
I want to make a 10x10 grid of actors using a repeat loop (making a minimap)

However, I can't work out how! It seems like it should be really simple and I'm being an idiot.

Anyone know the correct mathematical way of doing this?

Ask a Question / Storing a global player actor type
« on: March 10, 2014, 01:31:44 pm »
I want to have a game with a choice of player characters (30 actually) but I can't store off the player's chosen actor type as a global attribute. Which I'd like to do in order to  have successful saving and loading.

I've looked all around the forums and google and seen custom block that retuns actor type with name, storing actor types in lists because lists don't have type safety (Which I think they may have gained in the switch to Haxe) and other various inventive solutions, however none of them seem to have worked...

Is anyone able to help?

Basically I need to store an actor type for the player (from a global list of actor types) as a global and use it to create the player when you transition into game.

Ask a Question / Actors as children of other actors?
« on: February 17, 2014, 12:41:11 pm »
I've been wondering if this is possible and can't seem to think of a way of doing it. Yet it seems so important as a feature that I can't believe there isn't a way of doing it and am assuming I've just missed something really fundamental.

I was wondering if it's in any way possible to make one actor behave as the child of another. For example, I'm thinking about making a game with lots of unique characters who all have different weapons. I'd like to not have to draw out 30 characters worth of animations with each weapon I want to include, so was thinking I should be able to draw weapons, draw characters and smush the two together in stencyl. Probably via some kind of weapon handler actor attached to each character actor.

However the only way of doing that at present seems to be to store the X and Y of a character as globals, have a character "pick-up" a weapon and then have logic in the weapon saying "if (picked up == true) {set x+Y of self to X+Y of actor}". Obviously this falls apart a bit if you want to have 30 actors (30 sets of global vars?!). Furthermore what do you do when they're not in your present scene? How do you store that off somewhere, more globals?

Is there a better and really obvious way of doing this that I've just missed?

NB. The game idea is to do Battle Royale as a game (dumped on an island, collect weapons, fight off other students etc etc) so any solution needs to work across 100 scenes (10x10 island grid) and with 30 different actors. Also preferably with the attached sprites(attached mostly so that there's be pretty pictures and maybe someone'll read the text).

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