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Messages - darrigaz

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16
Ask a Question / Re: Checking for actor of group "tiles"
« on: January 31, 2016, 02:13:53 pm »
Maybe i need to check through each actor in the list to see if it is the relevant type using a "for each item in list" loop"?

17
Ask a Question / Re: Checking for actor of group "tiles"
« on: January 31, 2016, 01:56:16 pm »
Tried those and they don't work.

Sadly the raycast api seems to return actors (for tiles "Actor 100000000,Terrain") and there is no terrain option in the type of actor blocks.

Basically I want to do this but without the slow text conversion..

18
Ask a Question / Checking for actor of group "tiles"
« on: January 31, 2016, 05:20:41 am »
I'm doing some basic pathfinding using raycasting.
I cast a ray from an enemy to the player and if the returned list has the words "Terrain" in it then I assume the enemy can't see the player.

This works fine, however it's doing lots of runtime string comparison which is really slow and noticeably causes framerate drops in levels with more enemies and more complex pathfinding.

Is there a way of checking the return values of the raycast api that doesn't rely on string comparison? Such as checking for actors of type "tiles" rather than checking for the terrain string?

19
Resolved Questions / Re: Cant compile projects
« on: September 29, 2015, 12:09:01 pm »
All up and running again now. Label extension didn't install because I didn't run stencyl with administator rights the first time. Re-install and admin run fixed it. Are the standard extensions available ffor download anywhere? I've zipped em up and stored em for personal use but it might be a thing people want some time...

Thanks for your time. Much appreciated.

20
Resolved Questions / Re: Cant compile projects
« on: September 29, 2015, 09:07:46 am »
Think that worked. I've lost the label extension in the update and can't seem to get it back, so I still can't get back on track...

21
Resolved Questions / Cant compile projects
« on: September 28, 2015, 03:41:58 pm »
Updated from 3.2 to latest private release. Couldn't compile. Cleaned projects, updated java. Tried a clean install. Still can't compile. Seem to be for every project. Suggestions?

22
Same. This seems to have broken since 3.3. Logs say something about
AppData\Roaming\Stencyl\stencylworks\engine-extensions/decision-making/DecisionMaking.hx:75: characters 14-35 : com.stencyl.Engine has no field tileLayers

23
Stencyl Jam 15 / Re: The Evil Resides
« on: May 10, 2015, 11:14:16 am »
It's published and under judgement!

http://www.newgrounds.com/portal/view/657456

Not the best game, as per usual I tried to be massively over ambitious and ended up doing a slightly rubbish implementation of a tonne of features. Still it's got a beginning middle and end so urm...that's a game right?

24
Stencyl Jam 15 / The Evil Resides
« on: May 08, 2015, 10:09:49 am »
Thought I'd make a post for the game I'm working on to try and get myself some motivation and possibly seek a little bit of guidance. It's not finished yet (maybe 60% done?) but when it is it will be:

The Evil Resides

Something is seriously wrong in the town of Reside. Perpetual darkness has swept across the landscape, the residents have succumbed to an unknown illness and monstrous, deformed things are moving in the shadows. Hiding in an old bed shop you must survive 3 nights of horror by finding food, medicine and weaponry on the way to discovering what has befallen the town.

My intention was to try and make a horror game (still not sure if it will actually be scary) with a focus on ammo conservation and a system of procedurally generated scares. I've made most of the art assets and got the basic systems up and running, now I'm looking into some creepy sounds and horrific events to try and actually meet my original intentions.

Any advice on natty tools for creating horror style soundscapes would be gratefully appreciated (as would any expressions of vague interest  :P)



25
Ask a Question / Re: Move all the things up the screen?
« on: March 08, 2015, 08:38:56 am »
Wonderful! Thanks.

26
Ask a Question / Move all the things up the screen?
« on: March 08, 2015, 07:22:25 am »
I'm trying to make a game that's a bit like elevator action. You go up floors in a skyscraper killing little dudes on the way. The floors are randomly generated and I'd like it to be possible to go on forever.  To do that I'm moving the scene down a floor every time you complete a floor. It works but my current code is too expensive to actually render the moving of the floor (the game just hangs for a bit and then you're on the next floor). Anyone able to suggest a better way of doing this so that I can scroll the screen when you change floor?

27
Resolved Questions / Re: getActorTypeByName()
« on: March 07, 2015, 01:27:22 pm »
Ah! How long has that been there and why didn't I find it?!?! I'm an idiot. Apologies.  :D

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Resolved Questions / getActorTypeByName()
« on: March 07, 2015, 01:20:24 pm »
Is there a reason that "getActorTypeByName()" isn't a provided block? It's something I've needed to use on a number of occasions and it always seems daft that I have to bodge around the lack of a block for it with some custom code.

Is there something different/better that I should be using?

Context: I'm trying to create a list of actors in the editor (pre-compile time) and pick a random actor to create at runtime.

Edit: I've written my own custom block for this previously but it seems like something that would be so commonly wanted (any game where you need a list of actors need this right?) that it would probably be available in the engine if there wasn't a good reason right?

29
Resolved Questions / Re: Spew of compiler errors then failure to open
« on: February 23, 2015, 01:30:58 pm »
Nice! Works fine again. Thanks muchly.

30
Resolved Questions / Spew of compiler errors then failure to open
« on: February 23, 2015, 01:14:32 pm »
Since updating to new stencyl my game throws a spew of compiler errors every time I try to test it (regardless of platform), then trys to open all the relevant behaviours and completely crashes (I assume because it's opening too many). Irritatingly this was previously a completely functional build which I'd archived off and built from successfully before. Took a few weeks away to do other stuff and now can't build at all. Yay.

This actually seems to happen with everything I have from before the update...

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