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Messages - merrak

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Ask a Question / Re: Infinite mouse
« on: May 02, 2023, 09:44:54 am »
You can get mouse input using the blocks found in the input palette. You can't control the mouse location because there's a significant security concern with allowing such behavior.

What you can do is create an actor that follows the mouse pointer. When you want to control the location of the "pointer", stop it from tracking the location of the real mouse pointer and move it to wherever you want.

Ask a Question / Re: Getting rid of actors from memory
« on: April 11, 2023, 07:24:54 pm »
Storage on disk and and storage in RAM may not match, though. Image data, for example, is stored on disk in a compressed form (such as .png) where in RAM it would be decompressed

Ask a Question / Re: Getting rid of actors from memory
« on: April 10, 2023, 10:03:21 pm »
I noticed this point where 100MB worth of graphics resources are loaded. A significant chunk of time is also spent rendering. What were you doing about 1 minute into the playtest?

Ask a Question / Re: Getting rid of actors from memory
« on: April 10, 2023, 11:48:06 am »
I may be looking at the old version of Player Control, but I see a lot of string operations. That doesn't necessarily mean the number is "excessive" though. There are several classes you will see thousands, even millions, of allocations for. b2Vec (for collision detection) is another example. This is normal.

Even if the number of allocations in Player Control was excessive, the symptoms should be different. It's an actor behavior, so once the scene changes (and hence the actor in the scene is removed), nothing should be left to point to the variables it is using and GC would free it all up.

It is worth checking that you have the most recent version of the Player Control behavior, though. Otherwise, I wouldn't expect that behavior to be the culprit. I would expect big items (sound resource files, for instance) to be the problem. Number of allocations of classes like strings or b2vecs is more likely to affect CPU time, not storage volume.

Ask a Question / Re: Getting rid of actors from memory
« on: April 10, 2023, 12:25:55 am »
I'm not sure how that behavior works, since I've never used it. If it is somehow keeping references to actor types then that might prevent GC from freeing the memory allocated to those resources.

Is the Player Control behavior referencing hundreds of actor types, or some other resource?

Ask a Question / Re: Getting rid of actors from memory
« on: April 09, 2023, 10:06:59 pm »
Does cleaning the project before compiling with telemetry enabled allow compilation to work?

Ask a Question / Re: game not working
« on: February 02, 2023, 04:24:40 pm »
The common culprit is the background image is too big. If you're making a desktop game, try disabling the larger scales (2x, 3x, 4x) and cleaning the project.

Ask a Question / Re: problem with my android SDK
« on: February 01, 2023, 04:25:43 pm »
I'm not sure why it is not finding the Android SDK. If you aren't getting any responses on the forum, I would log into the Discord chat to ask.

You can start a timer when the direction key is pressed the first time. When the key is pressed again, it checks the time that has elapsed. If the time elapsed between presses is short enough, count it as a double-press.

Ask a Question / Re: Will the stencyl software continue to be updated?
« on: November 23, 2022, 08:25:08 pm »
HTML5 publishing (to replace Flash) has been a feature for a while, and the last update to the software (shown in the changelog on the Discord server) was November 15. An update to the free version would be nice, though.

Chit-Chat / Re: Introduce Yourself!
« on: November 14, 2022, 11:00:45 pm »
Welcome. Best way to get started is to complete the Crash Course (if you haven't already). You can also join the Discord channel.

Ask a Question / Re: How to make these amazing graphics
« on: November 07, 2022, 08:29:37 pm »
I can't think of any tutorials. The graphics look really good, but I don't see anything that couldn't be done with actors and tweens. The developer just spent a lot of time polishing the game.

Journals / Re: Cobra Blade - Games
« on: October 22, 2022, 09:20:23 pm »
Most of the conversation has moved over to Discord. I prefer forums myself, but the forum concept itself seems to be losing popularity.

Windows / Mac / Flash / HTML5 / Re: Rogue of Vallas
« on: September 20, 2022, 11:08:05 pm »
Linux and Windows versions have been updated to 0.0.3! Mac coming soon. Also released for MacOS!

Release Notes:

Code: [Select]
The revisions for Alpha Version 0.0.3 mainly focus on the "new player experience":
adjusting the difficulty of early-game levels, adding tutorial screens, and fixing
key bugs that were identified in the Alpha Version 0.0.2 test phase. New major
features include fully-customizable keyboard controls and support for "emoting"
sound effects in dialogs. (Note: sound effects have yet to be added, though).

Code: [Select]
Known Issues (0.0.3)
Achievements not yet implemented
Sound effects in dialog not yet populated
The cause of a rare bug that prohibits Marika from climbing through semi-solid
   platforms (like hills) has not yet been identified.
Elevator positions are not saved. Don't read save books on moving elevators!
The states of breakable lights are not saved

Code: [Select]
0.0.2 > 0.0.3 Changelog
Took out some of the turrets in A2L1 Conquered Lands
Increased cost of Endurance skill (to 16k) and decreased cost of Aiming (to 9k)
Swapped location of Endurance book (A2L1 Conquered Lands > A2L2 High Security
   Compound) and Aiming book (A2L2 > A2L1)
Moved Recovery book from A1L1 Run Away to A3L3 Chasm
Smoothed out the style bonuses in A3L3 so that not so many of the points ride on
   achieving a perfect rank
Increased cost of Flying Kick to 25k, since it is likely to be the most powerful
   offensive skill in Chapter 1
Money is now displayed instead of score in villages (safe zone)
Experience is now displayed instead of level score when reading books
Changed length of single-step from 1 1/2 tiles (24px) to 3/4 tile (12px)
Collision detection in map is now based on center of player marker instead of
   upper-left corner
Fixed bug with ledge detection and single-step movement
Turning-while-running distance shortened
If Marika slips off a ledge while turning-while-running, she will grab the ledge
Added customized keyboard controls
Help screens reflect customized controls
Added tutorial signage to first levels that direct new players to controls
Added pop-up dialogs when new skills reveal new controls
Added a room to the start of the first level that teaches new players how to move
   and climb
Emerald Elixirs now add +1 Max HP
Added a Sapphire Elixir to A3L3 Chasm and an Emerald Elixir to A1L1 (Run Away)
Max HP can now reach 25 by A2L1 Conquered Lands and 50 by A3L7 Secret Garden (65
   with Milky Elixir)
Gold Elixirs now add +3 Max EN
Rebalanced INT requirements for Chapter 1 skill books
HP and EN displays can now handle values over 99
Marika is invincible for 25 ticks after taking damage
Added button sounds to dialog selection
Mega NoisePro now allows all sounds to be played
Turrets no longer spray flaming debris when killed
Added victory pose sequence
Fixed bug that allows player to move outside of map boundaries
Fixed bug that prohibits climbing moving elevator platforms in some circumstances

Ask a Question / Re: Compile issue
« on: September 04, 2022, 08:40:23 am »
I've never heard of this happening before. My best guess is some kind of Windows related issue. Unfortunately, since I don't use Windows much, I can't think of where to go from here. If you don't hear back from anyone here, try asking on the Discord server. If there is a bug in Stencyl itself, Justin would need to fix it--but if it's a Windows issue, someone else may have a suggestion.

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