Luyren's Behaviors

Luyren

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  • Posts: 2742
I plan to port a few of my behaviors and resource packs to 3.0, starting friday. I'll update everytime I upload a new resource, and probably if I need any help with the actual code bits I use here and there. This first post is only to let you know what I'm working on, and what I will work on:

Actor Behaviors:
-[On Forge]Particles: self explanatory.
-After Image: does blend modes also affect the "draw image of actor"? I used this in 2.0, and it allowed some neat effects. (Postponed: waiting for opacity and blend mode fixes)
-[On Forge]RPG Elements: 16 behaviors for setting characters status, equipment and status conditions.
-[On Forge]Inventory: self explanatory.
-[On Forge]Difficulty Mode: Change various attributes for an actor when you change the difficulty mode, either a difficulty mode per actor, or a global one.
-[On Forge]Loop Animations from Frame: configure as many animations as you want to loop from a specific frame for each animation.
-[On Forge]Cutscenes: a resource pack with 11 behaviors for cutscenes: from storytelling to NPC interactions. Can be used in any game.
-[On Forge]Save Status: saves as many actor attributes as you want, in a index of a list Game Attribute. The character saves and loads automatically during scene transitions. Assign different indexes to different actors to save them.

Scene Behaviors:
-[On Forge] Time Count: counts time and have various saving options. Crowd favorite?
-[On Froge] Save Actor: it stores actor information in a list for each scene. This allows you to create actors, and have them saved and loaded when you revisit a scene. Also stores actor attributes.
-Tint Screen: self explanatory. (Postponed: waiting for opacity fix)

« Last Edit: October 04, 2013, 09:08:33 am by Luyren »
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Twitter

Innes

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  • Posts: 1960
Great! Looking forward to seeing these.
Visit www.TheStencylBook.com - the only published book for learning Stencyl.

Luyren

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  • Posts: 2742
Time Count is up on Forge. This is actually a good exercise to get to know what changed in the new version. For instance, a null value now returns "null" instead of "undefined" when you get it as text, and I didn't know that until now.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Twitter

Luyren

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  • Posts: 2742
Particles, Difficulty Mode and Loop Animations from Frame have all been updated to Forge (the description and use of the new behaviors are in the first post). I tried to finish the After Image behavior, but since opacity in drawing is not working yet, I'll save it for later.

« Last Edit: November 26, 2012, 02:45:02 pm by Luyren »
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Twitter

Jon

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  • Posts: 17524
Thanks, they've all been featured now.

Luyren

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  • Posts: 2742
Update:

Jon, I've made some small changes to the Time Count behavior, but Forge didn't let me update the behavior, so I had to reupload it (in case you want to remark it as featured).

Save Actors is almost done, I only need this
http://community.stencyl.com/index.php/topic,16997.0.html
fixed to finish and test it.

After that, I'll port a behavior for Dynamic Audio, and I guess this will be it for the time being.

« Last Edit: December 03, 2012, 04:37:49 am by Luyren »
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Twitter

Luyren

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  • Posts: 2742
Finished Draw HUD, already uploaded. It's a scene behavior that handles HUD text and HUD actors. I used an early version of it in Dungeon Rush to have everything HUD related in a single behavior.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Twitter

Luyren

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  • Posts: 2742
Report: Nearly finished with the port to 3.0 of the RPG Platformer Kit. One issue that seems to be a bug in 3.0 is this; it isn't allowing the game to compile:
http://community.stencyl.com/index.php/topic,17766.msg103470.html#new
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Twitter

Luyren

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  • Posts: 2742
Save Actors has been uploaded to Forge.
Allows you to save N created actors, with N attributes, for N scenes. Short Version: you can save the state of a scene, and when you go back to that scene, all the actors will be recreated, with the attributes they had when you saved. Doesn't work with actors you place on the scene, you have to create the actors during the game.

The behavior's description and screenshots have some examples and a better explanation.

Inventory and the RPG Elements resource pack have also been uploaded.

« Last Edit: February 09, 2013, 06:01:16 am by Luyren »
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Twitter

Leaufai

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Luyren

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  • Posts: 2742
(Back from the dead)

I just finished a resource pack to make Cutscenes. I used the behaviors I made for my Colosseum demo, and I'm fairly confident they might be useful for a lot of people. This pack has a lot less features than the full version I have (because it's integrated with the rest of my resources), but they can still be used.

Doing some proper documentation for it would help even more, so I'm looking for someone who wants to give it a try (even incorportating it in your game, or just to make a quick scene to learn how to use it), so I can guide you through it and work on a sort of documentation for the resource pack.

I'm hoping to do this while StencylForge is down for maintenance. If anybody is interested to help, let me know.

Thanks in advance.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Twitter

spoogob

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Just a quick heads up on the Time-Count behaviour - I'm not 100% sure, but it seems its broken at some time over the last week or two. (well, I would guess its stencyl related and has affected the Time Count behaviour maybe).

Around 2-3 weeks ago, I took the behaviour, quickly set it up in my game, tested it and it worked fine. Over the last week I happened to notice the timer stopped counting up when levels begin. (i had it setup to save times to a list and i checked this multiple times that it worked - i also set up my games title to simply display times saved to the list on screen so i could see it was all working.) Anyhow, thought I'd mention it. Ive had a play some more and still can't get it to work again (well, it was working to start with so i didnt really need to change anything).

Luyren

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  • Posts: 2742
I haven't touched that behavior in months. Just as a sanity check: are you sure there are no other behaviors using the trigger to stop the timer in the beginning of the scene?
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Twitter

spoogob

  • Posts: 1106
Yes, sure. The way I set things up, is I have one main scene behaviour that I apply to all levels, and the triggers to continue, interrupt and save the time is used inside this and no where else. When a level starts, I start the timer, when the player enters the 'end region' i interrupt the timer and then save the time. It worked perfectly fine until a week or more ago and then I noticed the timer had stopped working (but the start time is still drawn) but it didn't click for a few days as I was working on other things and didn't realise until I came back round to play with the timer again. I've only updated stencyl a couple of times in recent weeks so whether its any change in there that's done anything I dunno.

I'll keep playing some more and come back with what I find as I don't want you to have to trawl through trying to find what's happened (or otherwise) and I've missed something myself. But I still can't get it to work, even outside in an empty game, one scene, with the behaviour attached to it and set up basically - still doesn't work. Ill come back later after testing some more. I'll update to the latest build too just in case.

spoogob

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Well, I tested it a little more. published an swf test game/scene with the latest build, didnt work. Reinstalled a build from 4 weeks ago, published swf, it worked. Reinstalled latest build, published again, works now. Reload my main game, still doesn't work even though it did work fine. I think I'll maybe have a big clear out, remove any game generated folders etc. and see what happens. I guess its still working, but for some reason its working randomly for me. I'll come back anyhow if it still causes me trouble.