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Messages - bobbyck

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Resolved Questions / Solved - Wall Jumping
« on: December 28, 2015, 02:19:47 pm »

I'm using the wall jump from the platformer pack, I modified some animation sequences in this behavior (i.e. if x=1 play jump animation 1, etc) and I now get compilation errors. I went back and undid all my changes but I still get the errors. 

The errors I get are:

My modifications were minor and only affected the animations which would play. I successfully modified all the other behaviors (i.e. running, jumping, etc), the same way i tried with wall jumping, and they all work fine.

I am stumped.

I exported the actor behavior, it is attached to this post.

Any help would be appreciated.

Gamepad - I was a bit intimidated by this as well, but it turns out I shouldn't have been. I used the link here -

it only took me about an hour to figure this out and implement it with HARDCODED controls.

... But it did take me almost a day of brainstorming (away from pc) to figure out a way to be able to configure, re-configure, save and load custom configurations.

Ask a Question / Re: Animation Manager & Scaling
« on: November 26, 2015, 08:55:04 pm »
Any ideas for a workaround?

i.e. i have 10 different actor sizes, based on scene. should i just create 10 different actors all with different sizes? or try to make animation manager have 10 different types?

Ask a Question / Animation Manager & Scaling
« on: November 26, 2015, 10:57:22 am »

I'm scaling an actor and also using the animation manager on the same actor. I've noticed that when it switches from one animation type to another (i.e. from standing to running), even though the graphic shows a smooth transition, for 1 frame the collision box of the actor is not scaled properly and reverts to the original size of the actor graphics. . This of course is causing me issues with my collisions.

Any ideas?

Ask a Question / Re: Actors not always showing up, but they exist
« on: November 24, 2015, 09:39:41 am »
Nope :(

No idea what to try next.

Ask a Question / Re: Actors not always showing up, but they exist
« on: November 24, 2015, 09:23:18 am »
Didn't do it.

At this point I'm considering that the image might be fubared. Will re-open/re-save it and re-import it.

Ask a Question / Re: Actors not always showing up, but they exist
« on: November 24, 2015, 09:13:25 am »
This is the behavior of the actor that spawns the "bullets"

This is the behavior of the "bullet"

Ask a Question / Re: Actors not always showing up, but they exist
« on: November 23, 2015, 01:37:27 pm »
Good thought, just tried it but doesnt fix the prob :/

I created a new layer at the top and have the blocks sent there.

I guess I'll go through the code with a fine comb trying to find any problems.

Ask a Question / Re: Actors not always showing up, but they exist
« on: November 23, 2015, 01:17:42 pm »
4 layers + background.

Ask a Question / Re: Actors not always showing up, but they exist
« on: November 23, 2015, 10:11:35 am »

The collision box of the bullets (actors)  show up fine in dwbug, they function fine and collide fine with the other actors, but randomly, they just dont show up.

Here is a video, in this video it is the bottom row that are occasionally not showing up.

Again, the images NOT showing up seems completely random. Any ideas?

Ask a Question / Actors not always showing up, but they exist
« on: November 23, 2015, 12:46:48 am »

I have created turrets that create and shoot actors as bullets. The turrets work fine, the bullets work fine and the bullets auto-die after 12 seconds. However it seems that at random the image of the bullet will not appear - the bullet does exist, will collide and work fine with the actor. Its collision shape is also correct but it's image will not appear.  It does this at random. I.e fires bullets fine then a few invisible then the next batch are fine, etc.

I have tried turrets with 0.1s intervals between shots and 0.5s intervals as well.

Ask a Question / Re: Easing/Tweening
« on: November 01, 2015, 05:34:54 am »
After far too many hours trying various things, including working on the animations, problem in the end was due to the "Origin Point" :/

Still working out last few kinks in it.

Thanks for the input and the extension link, quite useful.

Ask a Question / Re: Easing/Tweening
« on: October 29, 2015, 11:52:33 am »

I tried several time delay variations before posting, no effect.

You can see a video of what happens here -  - (no i am not pressing any keys to make him move).

The weird thing is I am using the EXACT same effect on other actors (enemies) to make them grow to 500% over 2seconds and it works fine. Perhaps something is wrong with the animations/frames?

Ask a Question / Easing/Tweening
« on: October 29, 2015, 11:10:21 am »

I'm having an issue with tweening / easing.

I'm using a "grow" block (Actor->Tweening) to dynamically change the size of an actor when the actor is first created.

Grow "self" to ( w 50 h 50 ) over 0 second using none

However, it's making the actor go bezerk. Shaking, jumping up and down, flashing animations on/off etc. Am I doing something wrong or is there another way to achieve the same result?


Windows / Mac / Flash / HTML5 / Run The Gamut
« on: October 26, 2015, 12:00:31 pm »
Hello Everybody,

I've been playing around a bit in Stencyl lately and thought I'd see if I can make a fully functioning platformer game. Anyways, I thought Id post a few videos of my progress so far.

Sample #1 -
Sample #2 -
Sample #3 -
Random Event - Earthquake -

For different degrees of difficulty, I have included the ability to modify the characteristics of the player based on skill points and completely customize him via a menu. These are speed, size, jump height, slowing down/sliding speed, wall sliding speed and wall jumping height. I've also included some other features, i.e. wherever you die you do leave a little angel :)

I've also incorporated "random" events, i.e. as shown in the "earthquake" video above. My goal is to incorporate quite a few of these.

The first 20 levels are nearly complete, just need to be touched up here and there. A few other style levels for other "worlds" need to have their graphics done.  I've also coded several enemies that are not shown here (i.e. gun turrets, laser turrets, evil "platforms", etc).

I've tried to make a random level generator, this would allow unlimited plays, however I've only had partial success. Hopefully this is something that I can revisit at a later stage, I'm absolutely definite a valid algorithm exists. I'm currently mulling something over in my mind that I'm pretty sure will work, unfortunately its the last thing on my to-do list right now.

Anyways, any feedback would be much appreciated.


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