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Topics - oripessach

Pages: 1 2
1
Dialog Extension / Forcing a dialog to close?
« on: December 18, 2015, 12:12:42 am »
Hi,

My game displays a dialog at the beginning of some scenes. If that dialog is open and the user manages to exit the current scene (not hard to do) while the dialog is open, the next scene will display two dialogs, on top of each other.

I'm trying to address that by forcing the current dialog to close, but I can't find an interface for doing that. What am I missing?

2
Ask a Question / Clipping text?
« on: December 03, 2015, 07:39:49 pm »
I'm trying to scroll some text using a Drawing event. If I understand correctly, the drawing API can only draw on top of all other layers. This is unfortunate, because I want the text to draw behind some on-screen elements (buttons and other UI elements.)

If this is not feasible, I would at least like to limit drawing to a rectangular area of the screen, but I don't see an obvious way to do that, either. Is there a way to erase a rectangle, even? I could use that to fake clipping to an area of the screen, if I had that...

How can this be done?

Thanks!

3
Dialog Extension / [SOLVED][October update] Possible regression
« on: October 20, 2015, 05:51:35 pm »
Hi,

I previously used this code to manipulate the dialog window position in my game:

Code: [Select]
DataStructures.get("Dialog Window").position = new scripts.ds.dialog.RatioPoint(20 + offset, 0., 60, 0.);
Recently, this stopped working. The code runs, and I verified that the position variable is updated, but the window doesn't change position. Has something changed recently that could break this?

4
Dialog Extension / [FIXED] HTML5 export?
« on: October 11, 2015, 05:42:52 pm »
Games using the dialog extension won't export to HTML5. The error (at least the one that ends up in the Stencyl UI) is:

Code: [Select]
/Users/oripessach/stencylworks/engine-extensions/com.polydes.dialog/src/dialog/core/G2.hx:45: characters 2-8 : Unknown identifier : canvas
I understand if fixing this is not a priority, or won't happen at all. What I was wondering about was just how involved it would be to fix this?


6
I'm trying to implement a region that I can place and size in the scene editor, so that when my player enters it he gets blown upwards. This is the code - it creates a region that overlaps with the actor representing the region, and then hides the actor.

In the Updated event, I iterate over all the actors inside the region, and apply a force to them. This can be used to implement windy areas in the level, and those areas can be turned on and off. Pretty neat.

Except that it doesn't work. Once the actor enters the region, getActorsInRegion() continues to return that actor even after it gets blown out of the region.

What's going on here?

I'm attaching the code block images, if they're easier for some people to read.


Code: [Select]
override public function init()
{

/* ======================== When Creating ========================= */
createBoxRegion(ScaleUtils.scaledCoord("x", actor), ScaleUtils.scaledCoord("y", actor), ScaleUtils.scaledSize("width", actor), ScaleUtils.scaledSize("height", actor));
trace("Region creatd at (" + ScaleUtils.scaledCoord("x", actor) + ", " + ScaleUtils.scaledCoord("y", actor)  + ", " + ScaleUtils.scaledSize("width", actor) + ", " + ScaleUtils.scaledSize("height", actor)+")");
_Region = getLastCreatedRegion();
propertyChanged("_Region", _Region);
actor.disableActorDrawing();

/* ======================== When Updating ========================= */
addWhenUpdatedListener(null, function(elapsedTime:Float, list:Array<Dynamic>):Void
{
if(wrapper.enabled)
{
for(actorInRegion in getActorsInRegion(_Region))
{
if(actorInRegion != null && !actorInRegion.dead){
if(!(actorInRegion == actor))
{
trace("" + actorInRegion);
actorInRegion.push(_X, _Y, _ForceMagnitude);
}
}
}
}
});

}

7
Ask a Question / Best way to modify a whole tileset?
« on: September 14, 2015, 10:41:21 pm »
Hi,

I have a few levels that were designed around a tileset with placeholder graphics, and I would like to replace the graphics without having to redefine all the collision shapes or redesigning the levels. Surprisingly, there's no obvious way to do that. What am I missing? Or, rather, what's the best way to do this?

Thanks!

Ori

8
Fixed Bugs (3.x) / Logs
« on: September 07, 2015, 11:29:45 pm »
Yet another unexpected exception. Once this happened, every attempt to interact with the program resulted in more exceptions.

9
Fixed Bugs (3.x) / The state of Bitmap fonts [FIXED]
« on: September 06, 2015, 10:11:37 am »
I'm trying to work around some font rendering issues by using a bitmap font, and I'm running into serious issues.

First, the bitmap font editor could use some work, but there's nothing there that's a showstopper, apparently.

The big issue is that using the draw text block after selecting my bitmap font doesn't seem to do anything - the text isn't drawn. Selecting a normal (ttf) font does work with the same code.

As an additional data point, using the same bitmap font in the dialog extension results in what looks like garbage being drawn to the screen.

Is this supposed to work at all?

10
Fixed Bugs (3.x) / Null pointer exception
« on: August 29, 2015, 12:05:23 pm »
Sigh.

11
Fixed Bugs (3.x) / Errors while running 8553
« on: August 26, 2015, 06:56:05 am »
Just opened a game and got this.

12
Looking up compile errors in the GUI is impossible because the Preview Code tab skips generated blank lines.

The only way users can find the error is by looking at the generated code from the command line.

I reported this before, but I couldn't find the earlier report. Or reports.

13
Dialog Extension / Can't create new dialog [Can't Repro]
« on: August 03, 2015, 07:09:30 pm »
This used to work. I get an exception when I press the plus button in the dialog extension's main interface, trying to create a new dialog. Logs attached.

14
Fixed Bugs (3.x) / Scaling algorithm madness
« on: August 01, 2015, 11:42:18 am »
I posted this a couple of days ago to the Help Desk forum, and got no response. Reposting here in case someone is having the same issue.

And seriously, having a forum named Help Desk where no help is ever given is a bit silly. But never mind that - on to the bugs:

Hi,

I'm working on a game that needs to have a full screen display (no letterboxing) on mobile phones, and I'm doing that by having a wide display that's designed to have all the action near the center, and by positioning on-screen controls dynamically by accessing engine.root.x and doing some math. This works on every iOS device I tested with (in the simulator) except the 3.5" iPhone 4/4s, where I get black bars above and below the active area of the display.

I've done some digging, and I was surprised to find out that the Scale to Fit algorithms are reversed based on the screen's aspect ratio, which I haven't seen documented anywhere. I set my scaling algorithm to StF (Letterbox) even though it does the exact opposite of what the documentation says it would, because I found out that in most cases it did the right thing. Imagine my surprise when I found that Letterbox gets switched to Fill when the aspect ratio is above 1.5!

In my case, changing the line:

Code: [Select]
widescreen = aspectRatio > 1.5;
to:

Code: [Select]
widescreen = aspectRatio >= 1.5;
Fixed my problem, but I find this behavior puzzling and arbitrary. The fact that it isn't documented makes it worse.  I suspect that what was really meant there was:

Code: [Select]
widescreen = aspectRatio > 1.0;
Which even works for me on an iPad.

So, what's going on here? The way the code is written simply doesn't work for my game, and seems broken.

Further, what is the reason for reversing the scaling algorithms' behaviors like that?

15
Ask a Question / Viewing logs in the iOS simulator
« on: July 27, 2015, 07:58:42 am »
I asked this in the customers only section, and got no response. Trying here because... Why not?

When I run a game on the iOS simulator, output from trace() statements and print blocks doesn't show up in the log. Is this a bug in Stencyl, the intended behavior, or something that I might be doing wrong?

If there's no way to view logs when running in the iOS simulator, shouldn't that be at least documented? My reading of the documentation is that this should work; in that case, is this a Stencyl bug?

Thanks,

Ori

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