Stencyl 1.1.1 (Installer now available as of 9/29)

Jon

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coleislazy pointed out that last night's patch had an error in switching the workspace, but this would only show up for fresh installs, not for folks (like us) who had continually updated with patches along the way.

We've updated the update with a fix, so if it's something that you care about and use, you may want to execute a reupgrade to grab it. We'll probably put out a 1.1.1 in not too long a time (next week?) with more hotfixes.

Jon

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I've updated the first post to properly reflect the current situation. My apologies if the old info confused anyone.


Miasmos Games

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Jon how come light weight actors are in here? Not that I'm complaining, just thought they were in for 1.2, are they buggy or anything?

Cupcake Bounce

Manuel

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This release is 1.1, not 1.2, which will have the light weight actors.
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Darkhog

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There are no impossible things. There is only lack of skills.
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AdventureIslands

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Sweet! I can make my game much lighter now if I turn hazardous objects like jumping fireballs into lightweight actors right? I tried it out and the character still gets killed by them, so they do have somekind of collision?

I kind of hoped Do every X seconds block would auto cancel itself when actor dies, but I hope we get that in later update.

EDIT: oh so the actual lightweight actors are not in yet?

« Last Edit: September 08, 2011, 07:02:19 pm by AdventureIslands »

Jon-iPad

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Jon how come light weight actors are in here? Not that I'm complaining, just thought they were in for 1.2, are they buggy or anything?

They're not in yet. The UI accidentally made it in.

Miasmos Games

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Ahh... had wondered if that was the problem, any better indication than September for 1.2 release?

Cupcake Bounce

Jon

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1.2 beta in September for sure, 1.2 final at the start of October since we're already over a week into September as-is.

We'll share our plans for 1.2 by Monday-ish.

In other news, we've quietly opened up a new forum for extensions.
http://community.stencyl.com/index.php/board,11.0.html

Amon26

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Huuuuuuuge problems with the upgrade. My entire player movement behavior and collisions with tiles are entirely ruined.

I'm not the greatest coder in the world so I'm sure I did some...interesting work arounds to get things behaving how I wanted. But that being said they used to work and now none of them do.  He falls through floors, his animations jitter when walking right...

I have no idea where to go from here and this is just incredibly discouraging. This was a massive project and now it's dead in the water.

I could really use a drink or a miracle right about now.   :'(

coleislazy

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Huuuuuuuge problems with the upgrade. My entire player movement behavior and collisions with tiles are entirely ruined.

I'm not the greatest coder in the world so I'm sure I did some...interesting work arounds to get things behaving how I wanted. But that being said they used to work and now none of them do.  He falls through floors, his animations jitter when walking right...

I have no idea where to go from here and this is just incredibly discouraging. This was a massive project and now it's dead in the water.

I could really use a drink or a miracle right about now.   :'(

If you'd like to post a screenshot of your behavior that isn't working, or upload your entire game to StencylForge, I can take a look at it for you. If you do post screen shots, you should probably make a new topic for it so we it doesn't get lost in this one. I hope we can resolve your issues!

Amon26

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Thanks Cole. I sent a PM to you to break the ice/get the ball rolling. I can't post this on stencylforge because there's a game company who wants to buy it but I'll start a thread with a screenshot of the player collision code.

What i'd like to know in the meantime is if there could be any chance I could roll-back to the last (non-nightly) build of stencyl for the time being and finish my game with that.  It worked/compiled perfectly before the upgrade so if I could go back to that it would save me a _lot_ of work.  Seriously, I'll bake you guys cookies or buy you a round of drinks or something if you can do me this.  It would save my arse big-time.

Jon

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Flash engine-wise, virtuallly nothing's changed between the previous release and this one, save for these 2 points.

- Some fixes to detecting actors inside regions
- We now auto-scale collision bounds with actors that scale

Do either of these apply?


But whatever is the case, here's 1.0.4's engine.swc that you can stick into plaf/flash/

We'd still be really, really interested in seeing the game in private to see what's up because the changes have been minimal to the engine for a while. As well as knowing what version you had prior to the upgrade (1.0.4) to make sure.

Amon26

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 ;D Jon you are the king of all things!!!! :D  This version of the engine works perfectly again!  I think what was happening is that the actors wouldn't collide with tiles if they weren't on the same layer, and my code for the player facing the opposite direction was just to apply "grow" to -100%. Now that the collision boxes scale with grow there might be some kind of strange hitch in there.

Either way, PM me with a way I can privately send you the code and maybe that'll help

thank you again SO much. this saved my skin
-Amon26