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Messages - darrigaz

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Fixed Bugs (3.x) / newSize must be lower than the image width
« on: January 25, 2015, 10:15:56 am »
whenver I try to open the attribute list drop down I get this

I used to get the "griddisplay" bug I've seen reported in the forum and potentially it's because I at one point in the project worked out of dropbox?

Unexpected problem on thread AWT-EventQueue-0: newSize must be lower than the image width
java.lang.IllegalArgumentException: newSize must be lower than the image width
   at stencyl.sw.util.gfx.GraphicsUtilities.createThumbnail(
   at stencyl.sw.editors.snippet.designer.PlainField.addAlphabetizedBehaviorMenu(
   at stencyl.sw.editors.snippet.designer.PlainField.generateBehaviorNameMenus(
   at stencyl.sw.editors.snippet.designer.PlainField.regenerateBehaviorNameMenus(
   at stencyl.sw.editors.snippet.designer.PlainField.buildTextMenu(
   at stencyl.sw.editors.snippet.designer.PlainField.mousePressed(
   at java.awt.AWTEventMulticaster.mousePressed(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$ Source)
   at java.awt.EventQueue$ Source)
   at Method)
   at$1.doIntersectionPrivilege(Unknown Source)
   at$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$ Source)
   at java.awt.EventQueue$ Source)
   at Method)
   at$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at Source)

Ask a Question / Re: Wayward souls controls
« on: January 22, 2015, 12:49:41 pm »
There's two steps.

-Tap on the right and you do a sword swing in whatever direction you're facing
-Swipe up on the right and you do a special attack 1 (eg throw an axe or cast a fireball)

-I want to add one more: hold on the right and you block (but I can probably work out how to do that myself based on all the previous help (I actually have it doing that already but using an on screen button))

Ask a Question / Re: Wayward souls controls
« on: January 22, 2015, 11:22:20 am »
Yes YES a thousand times Yes!

That is exactly what I was after. I'm so impressed!

Ask a Question / Re: Wayward souls controls
« on: January 20, 2015, 03:20:45 pm »
Yeh that's what I was asking about. Your current code is still interesting though. Hadn't occured to me to build a list of touch inputs and handle them by checking the list, that'll still work for left or right, which is great for left=move right=attacks.

Ask a Question / Re: Wayward souls controls
« on: January 20, 2015, 03:11:09 pm »
It's tricky to explain without actually playing it.

Essentially if you touch the screen and move your finger down a little from the origin your character starts to move down. Then you can hold your finger in the same place on screen and your character will continue to move down the screen. So far so thumbstick.

If while you're moving down you suddenly change the position of your finger, say by sliding it right,  the thumbstick will totally re-orient and you'll start moving right (not down and right). You can slide your finger in any of the 8 standard compass directions and it'll instantly move you in that direction. You stop moving when you take your finger off the screen.

It means that you can change direction instantly rather than by moving your finger large distances across the screen to get back to wherever you first touched, as an added bonus it also means that you don't need a joystick image on screen obscuring the game (because you never need to know the relationship between your finger and the joystick's origin).

Ask a Question / Re: Wayward souls controls
« on: January 20, 2015, 02:27:38 pm »
That's a cool start. You've essentially made a custom virtual thumbstick but using clever dynamic lists rather than actors!

I previously had a similar thing that was making an actor when you touched with a mouse and then another one on top that followed your finger, then I calculated the distance between the two. If it was beyond a certain threshold you moved and if it was beyond another threshold the front of the joystick snapped to a point along the line between origin and your finger (using some trig it took me about a month to understand).

The trick with wayward souls is that if you're moving you don't have to go back past the origin to move in the opposite direction. It essential works out that you're moving in a specific direction and updates your player movement accordingly. Still looking forward to that coming soon!

Ask a Question / Re: Wayward souls controls
« on: January 19, 2015, 02:32:33 pm »
Behaviour that uses no buttons is totally fine for my purposes.

I'm really interested in seeing how you construct code to interpret input as a swipe! :)

Ask a Question / Re: Wayward souls controls
« on: January 19, 2015, 02:10:49 pm »
I was working with a blank left side of the screen and a big on screen button on the right.  Guess it doesn't really matter how it works, if it works.

I was hoping to handle all the input code from within the player actor just because the game's getting pretty big and having it split into scene or other actor behaviours is becoming increasingly hard to track.

Ask a Question / Re: Wayward souls controls
« on: January 19, 2015, 11:48:53 am »

Ask a Question / Wayward souls controls
« on: January 18, 2015, 02:03:41 pm »
I've got a sort of top down action game and  I want to emulate the controls from Wayward Souls.

If you swipe on the left side of the screen the player moves in that direction.
If you swipe up on the right side of the screen you do a special move.
If you tap on the right side of the screen you attack.

I've run across a tonne of issues trying to do this.

1)There are no diagonal swipe so you can't detect them and move in diagonals
2)Stencyl doesn't return any information about swipes so you can't detect what side of the screen they're on
3)The multi touch code is split up into three different events and there's no documentation about how to pass information inbetween them so I'm having a hard time constructing my own swipe detection code

Can anyone help with those or the behavior in general?

Fixed Bugs (3.x) / Re: Global Custom Block Storage
« on: January 18, 2015, 08:04:19 am »
Hmm. Seems that Global Custom Blocks can't refer to game attributes?

That kinda scuppers the whole thing...

Fixed Bugs (3.x) / Re: Global Custom Block Storage
« on: January 18, 2015, 07:47:46 am »
Is it okay if that behavior isn't assigned to anything and just sits around in the editor?

Fixed Bugs (3.x) / Global Custom Block Storage
« on: January 18, 2015, 07:30:03 am »
I've got some functions I want to wrap up into global custom blocks so that I can run them from multiple locations but only have to maintain one function.

Is there a way to create a global custom block that doesn't place it in a behavior and just keeps it somewhere separate (like global attributes) or should I just make a "store all the global custom blocks" behavior and stick them all in that?

Ask a Question / Re: How to stop player vibrating when moving?
« on: January 09, 2015, 12:49:53 am »
Is this literally just using the default player movement behaviour?

Seems like he only vibrates when he jumps which makes me think maybe you're setting his X and Y directly to move left and right and also setting it to move up and down.

If that' s the case try pushing the actor with forces rather than directly controlling his X and Y position.

Fixed Bugs (3.x) / Re: Deleting Background breaks everything
« on: December 26, 2014, 12:55:36 pm »
Yeh that's what I meant. Seems like it might be helpful if us customers could provide you with a bit of QA by logging known issues like this with decent repro steps so that they can go on a list to get fixed one day.

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