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Messages - DJEmergency

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61
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2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] libpng error: PNG unsigned integer out of range
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from ? line 1
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from CommandLineTools.hx line 1359
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from CommandLineTools.hx line 25
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from a C function
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from CommandLineTools.hx line 126
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from CommandLineTools.hx line 579
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from lime/project/PlatformTarget.hx line 70
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from lime/tools/platforms/MacPlatform.hx line 329
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from lime/tools/helpers/IconHelper.hx line 152
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from lime/tools/helpers/IconHelper.hx line 385
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from lime/tools/helpers/ImageHelper.hx line 136
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from lime/graphics/Image.hx line 728
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Called from lime/graphics/utils/ImageDataUtil.hx line 789
2015-08-18 19:22:23,386 INFO  [Thread-402] stencyl.sw.util.StreamGobbler: [openfl] Uncaught exception - Invalid field access : width
2015-08-18 19:22:23,391 DEBUG [pool-1-thread-21] stencyl.sw.util.Util: Process 'openfl' exited with code: 1
Hm, I haven't seen that error before, and I don't find anything about it.
Does it happen with any game? Have you tried Run -> Clean Project?

Yea cleaning the project did fix the problem after I removed the layer. The game uses 16x16 tiles and the layer I was using for foreground had 32x32. I'm thinking that the problem is with using a mixture of tile sizes.

62
Bug Archives / Re: MAJOR BUG! Scrolling foregrounds.
« on: August 18, 2015, 04:29:30 pm »
UPDATE: Now the game won't compile so I'm stuck with waiting for a bug fix..

63
If you have a tile layer that scrolls above 1 you will see more than one tile on the screen. You can duplicate the problem by creating a foreground tile layer, Set X scrolling to 2, place your tiles around the scene , and click Test game.

64
Resolved Questions / Re: Detecting a tile from an actors position.
« on: August 18, 2015, 05:54:10 am »
The tile API can assist you in identifying what tile is in a specific location:

http://www.stencyl.com/help/viewArticle/47

Thank you!

NOTE: If you plan to do detection like this make sure you do a number attribute with X and Y of player divided by the tile size of the scene.. Then add/subtract where you want to detect.

65
Resolved Questions / [SOLVED] Detecting a tile from an actors position.
« on: August 18, 2015, 03:40:43 am »
How would I be able to detect a tile from an actors position.

For example: I have an enemy that can jump over tiles are in front of him, but if there is a tile at a certain height he will instead turn around.

66
Resolved Questions / Re: Collision problem I'm having.
« on: August 14, 2015, 06:40:20 pm »
It probably already works, but you're using the wrong debug info. The draw step happens after collisions, so it's always going to be false by the time you draw it. Instead, you should save it to another boolean (one that doesn't get set to false/true anywhere else) before setting it back to false and draw that, or you should just print the value of "on ground" at the point in the code where you actually want to know what it is.

EDIT: Best solution for me was to use the TileAPI to detect tiles below the actor.
Okay. When I move it seems to go from walking to falling. I'm not sure how I would fix it. I've added this block of code to the walking and idle animation: http://f.cl.ly/items/0w1c3P0E0J0g3J1H1I1q/Screen%20Shot%202015-08-14%20at%209.35.09%20PM.png

67
Resolved Questions / Re: Collision problem I'm having.
« on: August 14, 2015, 06:20:08 pm »
Thank you so much for your help Justin it's much appreciated. Here is a video of the issue I'm having at the current moment: https://www.youtube.com/watch?v=WN_1nPrF8Pc

68
Resolved Questions / Re: Collision problem I'm having.
« on: August 14, 2015, 05:54:24 pm »
Sorry for the waited reply. It's still not working over here on my side. It keeps the On The Ground as false..

69
Resolved Questions / Re: Collision problem I'm having.
« on: August 14, 2015, 04:31:30 am »
Thank you. I'm trying it now to see if it works.

70
Resolved Questions / Re: Collision problem I'm having.
« on: August 14, 2015, 03:42:56 am »
Here you go. Thank you so much for your help.

71
Resolved Questions / Re: Collision problem I'm having.
« on: August 14, 2015, 03:18:17 am »
It won't matter as long as you can absolutely guarantee the order the events execute in, and that the boolean won't be set to false until after you need to check its value.

So if you have one always event, and from it you called other custom events in order, so that each would be like an always event, but occurred in a predefined order, then yeah, you could just set the boolean to false at the end of the last event.

For some reason It's still not working correctly. Could I send you the behavior so you can see what I'm doing wrong? Thanks.

72
Resolved Questions / Re: Collision problem I'm having.
« on: August 14, 2015, 02:35:11 am »
You want to know if a collision is or isn't happening, right?



Don't mind the door stuff, this is an example from a long time ago. If you set a boolean to true in the collision event, and false at the end of always, it'll be the right value for the rest of the always block. Make sure that this all happens within one always event, so you have control of the order.

Thank you for the fast response. :)

What if we use multiple events? like this: http://f.cl.ly/items/1W0d0O433w1l1g2P182B/Screen%20Shot%202015-08-14%20at%205.30.02%20AM.png

73
Resolved Questions / [SOLVED] Collision problem I'm having.
« on: August 14, 2015, 02:10:48 am »
Hello,

I'm currently having problems with collisions when off the ground. Even my good friend that's an expert with coding couldn't understand why it wouldn't work. (Noob in Stencyl but genius in Fusion.)

How are events are setup:

Collision  is the first event. ("On Ground = True" if colliding with Tiles)
Movements and stuff after collision event.
Last event always set on ground to false.

Is there another solution to make this work that I'm missing? Thank you in advance!

74
Ask a Question / Re: Not colliding with something else?
« on: August 14, 2015, 01:20:39 am »
This is not working for me. Is there another solution to this? Thanks.,..

75
Ask a Question / Re: Set X to actor type when creating an actor.
« on: August 08, 2015, 03:20:29 pm »
No, it is pseudo-code, but all the blocks are in Stencyl and can be searched for (I refer to them by name).

Oh I thought it was a code. Yea this doesn't work because it doesn't allow me to pick an attribute or actor type in the scene behavior..

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