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Topics - darrigaz

Pages: 1 2 3
1
Ask a Question / Pause messing up actors under physics
« on: January 05, 2017, 08:02:56 am »
I'm trying to add a momentary pause when a projectile hits an enemy in my game. I've done the code but for some reason when I do the unpause actors that are moving under physics seem to get stuck and  need a later unpause to be start moving again.

Can anyone tell me what's going on or maybe suggest a better way of getting the same effect?

2
Journals / Nanashi No Ronin
« on: June 12, 2016, 12:14:41 pm »
Hi all!

For the last year and then some I've been working on a samurai sword fighting game. It started out as a narrative driven micro phone game and has since morphed into a gamepad based desktop combat game. I've already done a huge chunk of the features (combat system, save system, types of enemy, general game structure) but I've still got a long way to go so I thought I'd start a journal to help keep myself motivated.

There's a website here (with target art by the very talented Nick Criscuolo)
http://nanashinoronin.blogspot.co.uk/

and you can get more regular updates via my twitter (I try to do screenshotsaturdays and indiedevhour whenever possible).
https://twitter.com/Darrigaz

3
Ask a Question / Black, White and Red shader?
« on: February 16, 2016, 11:59:25 am »
Anyone able to recommend a way to set up a black white and red shader? Eg greyscale with red as the only colour still visible?

Sorta standard film noiry thing?

4
Ask a Question / If list contains contents of other list
« on: February 13, 2016, 05:40:46 am »
If there an easy way of doing a check to see if one list contains all the contents in another list?
I've got a list of levels I might load and a list of levels I've played. I want to check if the list of played levels contains everything in the list of levels I might load so that I can clear out the list of levels I've played (to stop stufff falling over).

Does the "list X contains X" block work for comparing two lists?

5
Ask a Question / Checking for actor of group "tiles"
« on: January 31, 2016, 05:20:41 am »
I'm doing some basic pathfinding using raycasting.
I cast a ray from an enemy to the player and if the returned list has the words "Terrain" in it then I assume the enemy can't see the player.

This works fine, however it's doing lots of runtime string comparison which is really slow and noticeably causes framerate drops in levels with more enemies and more complex pathfinding.

Is there a way of checking the return values of the raycast api that doesn't rely on string comparison? Such as checking for actors of type "tiles" rather than checking for the terrain string?

6
Resolved Questions / Cant compile projects
« on: September 28, 2015, 03:41:58 pm »
Updated from 3.2 to latest private release. Couldn't compile. Cleaned projects, updated java. Tried a clean install. Still can't compile. Seem to be for every project. Suggestions?

7
Stencyl Jam 15 / The Evil Resides
« on: May 08, 2015, 10:09:49 am »
Thought I'd make a post for the game I'm working on to try and get myself some motivation and possibly seek a little bit of guidance. It's not finished yet (maybe 60% done?) but when it is it will be:

The Evil Resides

Something is seriously wrong in the town of Reside. Perpetual darkness has swept across the landscape, the residents have succumbed to an unknown illness and monstrous, deformed things are moving in the shadows. Hiding in an old bed shop you must survive 3 nights of horror by finding food, medicine and weaponry on the way to discovering what has befallen the town.

My intention was to try and make a horror game (still not sure if it will actually be scary) with a focus on ammo conservation and a system of procedurally generated scares. I've made most of the art assets and got the basic systems up and running, now I'm looking into some creepy sounds and horrific events to try and actually meet my original intentions.

Any advice on natty tools for creating horror style soundscapes would be gratefully appreciated (as would any expressions of vague interest  :P)



8
Ask a Question / Move all the things up the screen?
« on: March 08, 2015, 07:22:25 am »
I'm trying to make a game that's a bit like elevator action. You go up floors in a skyscraper killing little dudes on the way. The floors are randomly generated and I'd like it to be possible to go on forever.  To do that I'm moving the scene down a floor every time you complete a floor. It works but my current code is too expensive to actually render the moving of the floor (the game just hangs for a bit and then you're on the next floor). Anyone able to suggest a better way of doing this so that I can scroll the screen when you change floor?

9
Resolved Questions / getActorTypeByName()
« on: March 07, 2015, 01:20:24 pm »
Is there a reason that "getActorTypeByName()" isn't a provided block? It's something I've needed to use on a number of occasions and it always seems daft that I have to bodge around the lack of a block for it with some custom code.

Is there something different/better that I should be using?

Context: I'm trying to create a list of actors in the editor (pre-compile time) and pick a random actor to create at runtime.

Edit: I've written my own custom block for this previously but it seems like something that would be so commonly wanted (any game where you need a list of actors need this right?) that it would probably be available in the engine if there wasn't a good reason right?

10
Resolved Questions / Spew of compiler errors then failure to open
« on: February 23, 2015, 01:14:32 pm »
Since updating to new stencyl my game throws a spew of compiler errors every time I try to test it (regardless of platform), then trys to open all the relevant behaviours and completely crashes (I assume because it's opening too many). Irritatingly this was previously a completely functional build which I'd archived off and built from successfully before. Took a few weeks away to do other stuff and now can't build at all. Yay.

This actually seems to happen with everything I have from before the update...

11
Fixed Bugs (3.x) / newSize must be lower than the image width
« on: January 25, 2015, 10:15:56 am »
whenver I try to open the attribute list drop down I get this

I used to get the "griddisplay" bug I've seen reported in the forum and potentially it's because I at one point in the project worked out of dropbox?

Unexpected problem on thread AWT-EventQueue-0: newSize must be lower than the image width
java.lang.IllegalArgumentException: newSize must be lower than the image width
   at stencyl.sw.util.gfx.GraphicsUtilities.createThumbnail(GraphicsUtilities.java:345)
   at stencyl.sw.editors.snippet.designer.PlainField.addAlphabetizedBehaviorMenu(PlainField.java:2774)
   at stencyl.sw.editors.snippet.designer.PlainField.generateBehaviorNameMenus(PlainField.java:2716)
   at stencyl.sw.editors.snippet.designer.PlainField.regenerateBehaviorNameMenus(PlainField.java:2821)
   at stencyl.sw.editors.snippet.designer.PlainField.buildTextMenu(PlainField.java:1299)
   at stencyl.sw.editors.snippet.designer.PlainField.mousePressed(PlainField.java:707)
   at java.awt.AWTEventMulticaster.mousePressed(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$2.run(Unknown Source)
   at java.awt.EventQueue$2.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)

12
Ask a Question / Wayward souls controls
« on: January 18, 2015, 02:03:41 pm »
I've got a sort of top down action game and  I want to emulate the controls from Wayward Souls.

Basically:
If you swipe on the left side of the screen the player moves in that direction.
If you swipe up on the right side of the screen you do a special move.
If you tap on the right side of the screen you attack.

I've run across a tonne of issues trying to do this.

1)There are no diagonal swipe so you can't detect them and move in diagonals
2)Stencyl doesn't return any information about swipes so you can't detect what side of the screen they're on
3)The multi touch code is split up into three different events and there's no documentation about how to pass information inbetween them so I'm having a hard time constructing my own swipe detection code

Can anyone help with those or the behavior in general?

13
Fixed Bugs (3.x) / Global Custom Block Storage
« on: January 18, 2015, 07:30:03 am »
I've got some functions I want to wrap up into global custom blocks so that I can run them from multiple locations but only have to maintain one function.

Is there a way to create a global custom block that doesn't place it in a behavior and just keeps it somewhere separate (like global attributes) or should I just make a "store all the global custom blocks" behavior and stick them all in that?

14
Fixed Bugs (3.x) / Deleting Background breaks everything
« on: December 24, 2014, 02:57:49 am »
Hiya
 
I added a placeholder background to some scenes so that I could draw over the top of it to match the tile layout to one I'd worked out previously in photoshop. After I was done I deleted the background but didn't remove the background layer from each scene.

Now I can't open any of the scenes that had that background in, I also can't delete those scenes and can't open the settings panel.

Every time I try to I get the error below.

It's obvious what's caused this but is there any kind of work around to be able to get into those scenes or get rid of them entirely?

Unexpected problem on thread AWT-EventQueue-0: stencyl.core.engine.actor.IActorType cannot be cast to stencyl.core.lib.background.Background
java.lang.ClassCastException: stencyl.core.engine.actor.IActorType cannot be cast to stencyl.core.lib.background.Background

15
Resolved Questions / Solved - Stuck Switching to scene
« on: December 13, 2014, 10:36:59 am »
Latest public release of 3.2 (the one available on the main site) seems to have issues with testing on PC.

I've installed it and every time I hit "Test Scene" with PC as the target it compiles, finishes and opens the stencyl window. Then in the log it just repeats the message below and the game window is blank and white

Level:     INFO
When:      2014-12-13 18:32:46
From:      stencyl.sw.util.StreamGobbler

Engine.hx:1735: Switching to scene 7

endlessly. The 7 depends on what scene you're trying to test..

Logs forthcoming.

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