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Messages - Epic428

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What do the related behaviors look like? It appears it's expecting certain parentheses at certain points within the code which is why it is failing.

Relevant behaviors from what I can tell are: Design_78_78_TrainerShopBehaviour.cpp:76, Design_119_119.h:76, SceneEvents_2.cpp:49, In those areas are there any code blocks used? If so perhaps there's something included that causes Flash to compile correctly, but when being excluded breaks the game. Maybe try removing all flash stuff entirely and recompiling to see if it works?

Without seeing the relevant logic being used its very hard to discern what the root cause is.

Journals / Re: Duke Dashington!
« on: April 05, 2014, 11:22:27 am »
That game is really fun! Controls are a bit awkward resulting in me button smashing a lot. A few levels I had to redo a time or two before I finally beat them. I look forward to seeing further development on this! Great Work!

Windows / Mac / Flash / HTML5 / Re: My game "Springed"
« on: April 04, 2014, 10:18:45 pm »
When installing the game my antivirus blocks the optional files included as malware and prevents installation. Once I get past that issue and play the game its actually somewhat fun. The problem with it however is that the springs can be dragged while a person is walking and therefore half the levels can be beaten with one move per person if you control their bounce with just one spring, this defeats the purpose of creating a puzzle like environment. In addition the saw sound continued to play on like level 16 even when there were no saws in the level.

The game has potential to be good, its an interesting take on a lemmings style game, but there's definitely work that needs to be done to polish it up more.

Resolved Questions / Re: Any explanation for this broken code?
« on: April 04, 2014, 09:30:39 pm »
do you ever set "dats" to true again? if so, then there's more code not visible that would be helpful.

As I see it now, you can only swap to the first weapon and that's it, because I don't see "dats" ever going true again, you'l never swap beyond the first weapon.

edit: same thing goes for "weapon swap"

that gray bar should say "Stencyl Demo version" there's some bug that doesn't display the text appropriately iirc. If a subscription is purchased and the game is published to the app store that should not appear.

Extension Ideas / Re: Extension Ideas
« on: April 03, 2014, 11:41:11 am »
For about the past 6 months or so I've been considering creating an extension that allows for collaborative efforts on creating games with stencyl. Specifically speaking I've thought about using Jgit to add github capabilities to the toolset. An extension like that would, in my opinion, be a very powerful extension. The problem I see however is stencyls lack of real time game updating. Sure u can reload documents to pick up outside changes, but picking up new files or resources altogether doesn't exist and makes things difficult.

An extension like this could be done but the issue is figuring out the level finesse required to allow a user to pull down new commits or branches from within the toolset without making the process convoluted. For example, pulling commit changes would only occur when a game is opened (unless a game can be targeted when none are opened) but then in order to recognize all of the changes the game would have to be closed, forcing a save dialog to appear as it does no matter what, and then reloaded. And even then you still have to hope that the design is done in a way that none of these extra steps corrupt the process of picking up said commits. And unless something has changed since 2.2, stencyl doesn't recognize new games manually added behind the scenes real-time unless the import option within the toolset is used.

I believe in general the extension would be rather simple to do but would be limited or convoluted due to limitations by the toolset itself. Anyway, without a desk I can't use my pc to attempt this and I'd like to refrain from bloating my fiances laptop with more stuff, not that she uses the damn thing anyway lol.

Ask a Question / Re: Sword attack enemy logic
« on: April 03, 2014, 10:52:05 am »
I have been curious about something like this myself. I've been thinking of dabbling with a side scrolling game like Zelda 2 or battle of Olympus. But I wasn't sure how to go about the sword attacks or melee attacks in general. I have several ideas I just don't know which way would be better.  Like using two actors, on for body and another for arm and weapon. Or having one actor and a crap load of animations, one for each weapon and state. The former is more complicated but overall provides more room to work. The latter is less complicated but bloats quickly

No problem. The can be paused setting is there so you can still interact with the object after the game is paused. It is specifically like that for this type of purpose. If you have any other questions feel free to ask.

Just to add to hectates post. Might be helpful to get what side of the player was hit at the time of collision and the get the tile a few pixels from the actor in that direction.  So ie player is hit at bottom and origin of player is center then get tile at location (player.x, player.y plus half player height plus 5 pixels). 

That's pretty simple. First thing I'd do is set the play button actor to not pause-able in the actors settings. That will allow you to interact with it when the game is paused. For the animation you have multiple options. You could either animate it using behavior code directly or use animations. Up to you as it'll be based on your desired effect and appearance. In either case you'll still need a behavior to manage the animation.  What I mean by this is you will need a behavior that registers the mouse state when It is either clicked/hovering on it or not. You would then have the behavior either switch the actors animation to the one you created yourself and imported as an animation or iterate through code that does the animating directly based off the mouses state. Once it is click you then draw 3, 2, 1 to the screen and unpause the game and kill the actor.

Here's what a pseudo-behavior would look like if you created the animation in an image editor and imported it:

[when updating]
If mouse is pressed on self
Then switch to animation <button pressed anim>
Set <pressed? attribute> to true

[when drawing]
If <pressed? Attribute> is true
             Set <pressed? Attribute> to false
            do after 1 second - draw text 3 at screen center
            Do after 2 seconds - draw text 2 at screen center
            Do after 3 seconds - draw text 1 at screen center
            Do after 4 seconds - unpause and kill self

Obviously this is a very basic mock up and the code might be a tad more elaborate depending on how sty it up but it should give you the basic premise of what should look like and best of all most of what's listed can very easily be found as a block in the behavior editor. Just remember to make it an actor behavior and attach it to the play button actor.

Completed / Universal debug console (all done except HTML5)
« on: September 08, 2012, 12:07:37 am »
I was just skimming through the 3.0 forums and noticed that under the faqs the debug option for all platforms varies widely.

A great idea would be to implement a universal console. It's probably a bit far-fetched depending on how extensive of a project it would be. I can see things like the iOS console being an issue if they can't be synced to anything else. But an idea might be to do it as web based service?

Like flash for example would send the data to stencyls servers from the app then come back to a java applet inside Stencyl. If the other platforms could follow the same principle it would make debugging overall easier for everyone, especially those who aren't quite sure how to locate the consoles. Anyway, possibly good for 3.xx or 4.xx.

Resolved Questions / Re: X/Y of Collision Doesn't Work?
« on: September 04, 2012, 10:48:57 pm »
Hahah! Wow that fixed the problem immediately! I guess the fact that I'm using 1x1 collision boxes which are overlapping, it seemed as though more than 1 collision point wouldn't exist, ultimately why I had ignored the block.

Still, seems a bit unintuitive if you ask me. :p

Resolved Questions / X/Y of Collision Doesn't Work?
« on: September 04, 2012, 10:40:43 pm »
In an effort to set bullet spawn points, I decided to give an actor two separate collision boxes overlapping each other so they would constantly be colliding (Not sure if its even possible).

However, when attempting to test this theory, I found that the "X/Y of Collision" block doesn't seem to be working properly.

I've included a screen shot of the error message and then a shot of what the behavior looks like. It seems like it is the block itself which does not work.

Tested in 3.0 beta and 2.0.1 copies currently on my system.

Ask a Question / Get x/y position of collision shape?
« on: September 04, 2012, 09:55:05 pm »
So I'm tinkering around with an old project of mine and working to overcome certain obstacles which prevented me from moving forward. The project is a Top-Down Shooter. If everything goes right, I plan to release the base of it as a kit. This means the behaviors involved must be reusable and kept to a minimum without loss of functionality.

One obstacle I haven't been able to overcome is creating bullets at the right locations. The reason it is so difficult is that different weapons will be positioned in different locations relative to the player, thus I can't utilize a static point for a bullet to spawn.

For example, a bazooka would sit off to the side of the player as if it were on his shoulder, a pistol would likely sit at the center of the player, where dual pistols would sit to each side of the player. Because these positions change based on the weapon in hand, the locations in which the bullets spawn must also change.

The next part of this problem is that the player constantly faces the mouse, as result of this there is 360 degree rotation. So setting the position isn't as easy as just offsetting it, I would have to transform that point to stay aligned with the direction being faced.

Moving forward, one idea I came up with was to define the bullet creation points within the individual weapons. I would do this by creating a 1 pixel by 1 pixel collision box at the tip of the weapons. My only problem is figuring out how to obtain the location of the collision shape during the game.

I've scoured the API's looking for something that would return this data with no result.

To push this even further, it would be extremely ideal if I could get these locations using the name of the collision shape as I've defined it in the editor (what are the names used for anyway as I've found not one place in Stencyl where they're used beyond the collision box creation?)

I tested in 2.0.1. Hidden "Actor Type" attributes and "Animation" attributes show up in the Actor Customizations for scenes. I'm not sure of any other attribute types as I have not tested beyond "Animation," "Actor Type" and "Actor".

In my screenshot below I marked the "Animation Type" attributes as hidden despite their names suggesting otherwise just to see if they too had been affected.

Hidden "Actor" attributes do not show up in actor customization.

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