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Messages - wahmpire

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16
I apologize, I didnt see this until I just had the behavior happen again.  I've posted to the bug forum about it, but here is a paste:

I've had this happen randomly two occasions now...  On a random build, a scene will write its files as ActorEvents_xx.hx,  ActorEvents_xx.design, and write the scene properties in list.xml as an actor.  The scene XX.scn file will stay until you close and reopen stencyl.  The first time this happened it overwrote an actor with the same number (scene35 overwrote actor35).  This time I got lucky and the scene number was between actor numbers.

The exact scenario:  Scene 36 files were erased, and became ActorEvents_36.hx,  and ActorEvents_36.design.  The headers of the files had actor methods, but the rest of the logic was the original scene logic.  List.xml had actor properties for the scene (<snippet actorid="36" attachedevent="true" class="scripts.ActorEvents_36" classname="scripts.ActorEvents_36" desc="Actor Specific Events", etc.)

I managed to hack everything back together as a scene with text edits, but this is really concerning moving forward.


I'm really worried I've got something corrupt deep inside, on a game I've been working on for a year and a half....I don't know how far back in revisions to go to even consider myself safe to move forward on it :(  Justin, I will send you the game, and thank you very very much for offering to look at it.

17
Bug Archives / Serious bug: Scene being saved as actor
« on: May 18, 2016, 07:57:21 pm »
I've had this happen randomly two occasions now...  On a random build, a scene will write its files as ActorEvents_xx.hx,  ActorEvents_xx.design, and write the scene properties in list.xml as an actor.  The scene XX.scn file will stay until you close and reopen stencyl.  The first time this happened it overwrote an actor with the same number (scene35 overwrote actor35).  This time I got lucky and the scene number was between actor numbers.

The exact scenario:  Scene 36 files were erased, and became ActorEvents_36.hx,  and ActorEvents_36.design.  The headers of the files had actor methods, but the rest of the logic was the original scene logic.  List.xml had actor properties for the scene (<snippet actorid="36" attachedevent="true" class="scripts.ActorEvents_36" classname="scripts.ActorEvents_36" desc="Actor Specific Events", etc.)

I managed to hack everything back together as a scene with text edits, but this is really concerning moving forward.

18
Just noticed that the actor kept its original events, but replaced all of the logic in them.  The scene had a "when updating" that copied all logic to the actor's "when drawing" block.  In fact, "Drawing" now shows "do every x second" block instead of "drawing" even though the event is still drawing type.  See attached screenshot.  Worried the whole game might be corrupt.

19
Very strange and concerning bug...  I opened a project and a test run failed because an attribute didnt exist on an actor I havent touched in months.  After investigating the actor, all of the events I had been working on in a scene from my last save were now the only events on this actor.  The scene still has the identical events.  The actor failed for missing an attribute in the actor's event logic that is from the original scene.  Even if I had accidentally deleted all events, and copy and pasted over the scene events to this actor, the attribute would have been automatically created on the actor.  The attribute was then automatically removed from the actor after closing and reopening Stencyl, but the rest of the logic has still overriden the actor's original logic.

20
Dialog Extension / Re: What is the updated code to skip dialog?
« on: April 04, 2016, 10:27:49 pm »
It does,  thanks so much!

21
Dialog Extension / What is the updated code to skip dialog?
« on: April 04, 2016, 06:55:02 pm »
this used to work : for(dialogBox in Dialog.dialogBoxes) {    dialogBox.endMessage(); }

But now results in error:
Events for 'skip': Unknown identifier : Dialog
   from scripts.ActorEvents_811
   line: 93
   columns: 21-27
Events for 'skip': You can't iterate on a Dynamic value, please specify Iterator or Iterable
   from scripts.ActorEvents_811
   line: 93
   columns: 21-39

22
Ask a Question / Re: How to do a sum total of values in a Map?
« on: January 24, 2016, 09:52:38 am »
Awesome, thank you both!

23
Ask a Question / How to do a sum total of values in a Map?
« on: January 24, 2016, 12:34:47 am »
I thought the attached code would work, but I get a "cannot iterate on dynamic list" error.   Search is not helping me, though Im sure this has been asked before (sorry!).

24
I had almost the same issue on a new install a couple of weeks ago.  Be sure you delete your work folder as well as the program folder.  The only way I got it working was to skip installing Stencyl altogether and copy all of the files from both of those folders from another working computer.  The uninstaller may even work correctly after you copy over, if so uninstall and then copy over again.

25
Dialog Extension / Re: Error Message Any Time I Click On Data Structures
« on: January 20, 2016, 04:45:32 pm »
Same problem in 3 different versions of build. 

26
Really stuck on this one.  Dialogue progresses with 'v' key.  Any attempts to simulate V press during dialogue using a click on actor or region does nothing.  Using just "On click' to simulate the key press WILL work however.  Creating an "Always" block that listens for a 'V' key press works fine during dialogue with click on region or actor for other functions, but does not progress the dialogue.

27
Input -> Click event works fine, but "on region" or "on actor" does nothing while dialogue is open.  Is there a code block way around this like the skip dialogue code?

28
Ask a Question / Re: Collectables and Saving those numbers.
« on: October 12, 2015, 04:34:10 pm »
One easy way to do this if your door will always appear in the same spot...  Place your door manually in the scene editor, then in the attributes for your door sprite, set the sprite for the door to "Hide" on created.  Make a number attribute like "TotalDonuts" that will be the amount of donuts in that scene, then an attribute called "CollectedDonuts".  Each donut should trigger "set CollectedDonuts to CollectedDonuts +1.  Then have your door un-hide when  CollectedDonuts=TotalDonuts, as well as any logic that the door has to exit the scene after the condition is met.  That way for every  level you can set TotalDonuts to whatever number and the door will still work scene to scene.

29
Ask a Question / Re: Chances of updating stencyl breaking my game
« on: October 12, 2015, 04:27:13 pm »
I've yet to have an update render a game unusable, but there are times where you may have to update individual extensions and rework some logic in game for those extensions.  Especially coming from 3.2.  After 3.2 almost all upgrades have been very smooth.  If you aren't using any custom extensions you probably don't have anything to worry about, but like Justin said always make a backup first.

30
Chit-Chat / Re: Am I being ridiculous? Stencyl for non-game design
« on: September 02, 2015, 02:33:07 pm »
Oh that's better news than I expected!  The nice part about what I want to do is that it is all internal so iframe cross site permissions shouldnt be a nightmare.  Id definitely prefer to do this in HTML5 than Flash though, but I'll be patient on that.

Merrak, that's how I plan on attempting it.  Ill have a server side php script that triggers a stored procedure and then make sure the SQL is Stencyl friendly on its' returns. 

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