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Topics - BMJ

Pages: 1 2
1
When making a game with many minimal actors layered over each other on the same layer, it can become difficult to select the one you actually want. To eliminate the need to make so many layers, it would be great if the scene design mode included a way to filter which actors you can select by actor type . (Much like the "single layer" button filters which actors can be selected.) In other words, if I have a rock actor, a dirt actor on top of the rock and a grass actor on top of that on the same layer, it's very hard to select the rock actor. In doing so, it often screws up the z-index of these actors. If I could filter the selection by actor type, it would become easy to select the actor I want and I wouldn't have to create umpteen layers to keep them easy to select. :)

2
Bug Archives / Cant Duplicate Scenes - build 9140
« on: April 30, 2016, 04:01:36 pm »
Can't duplicate any scenes. Logs attached.

(Also - I would use the issue tracker, but I couldn't figure out how to attach a log there.)


3
Suggestion Archives / Toggle Shaders for HUD Layer
« on: April 14, 2016, 08:04:52 pm »
I love Stencyl.

I hate this block.

Is there an advantage to having a "toggle" block that I'm not seeing? The problem is that it is *very* easy to get things mixed up when the block does nothing more than toggle a setting without specifying whether it should turn the shaders on or off. After realizing how problematic this is, I nixed the various instances of the block in various behaviors and made a single event in one scene behavior that uses the block, and used a control Boolean to make sure I could keep track of whether the shaders were currently "on " or "off" for the HUD Layer. I spent 3 hrs this morning poring over my behaviors, trying to find the renegade toggle block that is screwing up my HUD Layer. I still haven't found it.

Why not instead have a block that is more like:

{Turn shaders for HUD Layer [On/Off]}    (where you can select "On" or "Off")

That way, no matter when you use the block, you can always be certain of what the result is going to be. Am I nuts? (I could be nuts.) :)

4
Please forgive me if I'm wrong, but The Stencylpedia article on maps doesn't seem to say what the proper format is for reading a TXT file into a map. (The list article, does, however). For maps, I tried:

Key=Value
DifferentKey=Value
MoreDifferentKey=Value
etc ...

... but no luck. What is the correct format? (I get an Array Index Out Of Bounds error, as shown below)

Java.lang.ArrayIndexOutOfBoundsException: 1
   at stencyl.sw.editors.behavior.MapEditor.actionPerformed(MapEditor.java:366)
   at stencyl.sw.actions.SAction.actionPerformed(SAction.java:120)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
   at java.awt.AWTEventMulticaster.mouseReleased(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$500(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.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)



Thanks. :)

5
Dialog Extension / Error Message Any Time I Click On Data Structures
« on: January 07, 2016, 09:39:21 am »
As title says -- logs attached.

I've tried uninstalling and re-installing Dialog and Data Structures without success. I'm using Stencyl build 8865. Dialog still crashes every single time it opens in the game. I wonder if the two problems are related. (The installation instructions you posted say to use build 8731, which I don't have access to, but am I correct to assume that later builds of Stencyl should work, too?)

6
Dialog Extension / Dialog 1.6 becomes disabled & deletes all dialog chunks
« on: December 12, 2015, 08:29:45 am »
Hi,

I am currently using both the latest versions of Dialog and Stencyl. Out of nowhere, in the middle of a session, Dialog became disabled. (It worked the previous time I tested the scene, but by the next time I hit "test scene", Dialog had somehow been disabled.) I had to go back into the Extensions Manager and enable Dialog again. After doing so, all my dialog chunks were gone. I had to revert to an earlier version of my game (fortunately, I save between 3 and 5 versions of the game each day, so I didn't lose very much at all.)

7
Dialog Extension / Upgraded to 1.6 - now have two issues
« on: December 07, 2015, 08:47:21 pm »
Hi,

Today, I upgraded both Stencyl and Dialog to the latest versions (was previously using Dialog 1.5 w/ build 8658) and now I have two new issues: (which may be the same issue?)

1) the set position blocks that you so kindly made for me about a year ago no longer work, but dialog would run (only the dialog window would appear in the upper left corner of the screen). Then, after a few compiles, dialog mysteriously would not even run until i disabled the blocks in my behaviors. I don't believe I changed anything in between when dialog would run and when it wouldn't. (seem unlikely, but keep reading ...)
2) which worked for a bit longer, then Dialog started crashing anytime a dialog window would open, even with the set position blocks removed. Once again, no changes in between when it was working and when it suddenly stopped working again.

I've attached the logs -- like the other crash problem, this only happens in Cppia/desktop, not Flash, unfortunately.

EDIT: I should also note that I get about 3 fps in Flash with my game, which causes all sorts of strange things to happen, so I don't know if there's any way that has anything to do with why it works in Flash and not Cppia/desktop, but I don't know much about how these things work, so I thought I'd just throw that out there FWIW.

8
Dialog Extension / Extra Glyphs causing a crash
« on: November 30, 2015, 09:08:54 am »
According to the Command Reference file, the way to use an extra glyph in Dialog is:

<glyph IMAGE:STRING>

Includes an image in your dialog, inline with the text.
Ex: I love you!! <glyph heart>
(Displays the image "heart.png" from the extras folder after the text)

So I put an image in my game's extras folder called "Trailblaze Blue.png" and then inserted this into a dialog chunk:

<glyph Trailblaze Blue>

Dialog crashes every time when it reaches this command. How should this command be formatted? Interestingly enough, it gives me the same crash/runtime error as the mysterious "Dialog sometimes crashes in Cppia" bug. I am now wondering if that bug is related to the pointer, which I have never been able to display correctly. (It's always chopped off).

It just now occurs to me that I should remind you that I am using special code blocks that you created for me that set the Dialog window's position relative to an actor's position on the screen. I wonder if that might be why I am receiving some errors that no one else seems to be getting ... I'm talking about these blocks (which I had forgotten are not part of Dialog's intended design):


9
Using build 8658.

I have a scene with parallaxing layers, and after I had to delete an entire layer (due to the actors on this parallaxing layer erroneously moving out of sight, even when fully zoomed out in the scene editor), Stencyl now gives me an error message any time I add an actor to any layer. It also gives this error any time I add a new layer or move a layer up or down the hierarchy. Logs attached.

(It still allows me to add actors and layers, but I have to close the error message each and every time)

10
Dialog Extension / Dialog sometimes crashing in Cppia
« on: September 23, 2015, 05:10:22 pm »
About 1 out of every 6 or 7 times I run Dialog in cppia, I get a runtime error. Logs are attached :)

Thanks.

11
Bug Archives / Un-ticking boxes doesn't always disable events
« on: September 17, 2015, 11:21:31 am »
This morning, I implimented several "when drawing" events within some of my MC's behaviors in order to debug faster. I am using some actor properties, so the behavior inspector doesn't pick those up (an unfortunate shortcoming of the behavior inspector). After unticking the "when Drawing" event box, to my surprise, the drawing events were all still happening, and only after re-ticking and then un-ticking their boxes a 2nd time did any of the drawing events become disabled. I did them one at a time and tested the game after each one, and sure enough -- they all needed to be re-ticked and un-ticked a second time in order to be disabled. I'm not experiencing any issues with other disabled tick-boxes still functioning (that I am aware of). Using build 8658.

12
Dialog Extension / [BUG] dialog not searching correctly for 2x image
« on: June 03, 2015, 10:27:55 am »
I know you have acknowledged that there are scaling issues that need an overhaul, but I wanted to bring this one up, since it seems like there should probably be a relatively easy fix to this one. (And what I'm trying to do is *avoid* scaling altogether). I am running in 2x mode, and whenever I try to use a "scaling image", the image will always be displayed pixelly, regardless of which combination of settings I use for the scaling image and the window. Even if I select "no scaling", the result is that the image is twice as big as it should be and pixelly/blurry. For example, when I use an image called "LFI Sign IIb.png", I've also noticed I always get this error message in my Stencyl log:

there is no Image asset with an ID of "assets/data/LFI Sign IIb@2x.png"

So I tried renaming the file as "LFI Sign IIb@2x.png", and the same visual result happens, only with an error message that now reads:

there is no Image asset with an ID of "assets/data/LFI Sign IIb@2x@2x.png"

Is this something that could be resolved without a complete overhaul? It would solve a big aesthetic issue for me if it could be 'band-aided' somehow. :)

13
Hi,

I am using build 8294 and the latest version of Dialog and Data Structures (the ones intended for Stencyl 3.3). The dialog works fine in-game, but if I try to type into certain fields in the Data Structures extension, I get the following error:

Unexpected problem on thread AWT-EventQueue-0: null
java.lang.NullPointerException
   at stencyl.ext.polydes.datastruct.data.types.builtin.DynamicType.decode(DynamicType.java:49)
   at stencyl.ext.polydes.datastruct.data.types.builtin.DynamicType.decode(DynamicType.java:25)
   at stencyl.ext.polydes.datastruct.utils.ListElementArrays.fromStrings(ListElementArrays.java:31)
   at stencyl.ext.polydes.datastruct.data.types.builtin.ArrayType$SimpleArrayEditor$1.update(ArrayType.java:271)
   at stencyl.ext.polydes.datastruct.ui.utils.DocumentAdapter.innerUpdate(DocumentAdapter.java:30)
   at stencyl.ext.polydes.datastruct.ui.utils.DocumentAdapter.removeUpdate(DocumentAdapter.java:35)
   at javax.swing.text.AbstractDocument.fireRemoveUpdate(Unknown Source)
   at javax.swing.text.AbstractDocument.handleRemove(Unknown Source)
   at javax.swing.text.AbstractDocument.remove(Unknown Source)
   at javax.swing.text.DefaultEditorKit$DeleteNextCharAction.actionPerformed(Unknown Source)
   at javax.swing.SwingUtilities.notifyAction(Unknown Source)
   at javax.swing.JComponent.processKeyBinding(Unknown Source)
   at javax.swing.JComponent.processKeyBindings(Unknown Source)
   at javax.swing.JComponent.processKeyEvent(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.KeyboardFocusManager.redispatchEvent(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(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$500(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$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)

note: this happens when I try to type into the following text fields under the "Script Settings" tab:

Default Random Type Sounds
Type Sound Character Skip
Padding

I have tried reinstalling the extension, but the errors remain.

14
Bug Archives / Can't select attribute from Drop-down
« on: February 17, 2015, 07:02:22 pm »
Hi,

I need to select an actor attribute called "Tongue Tip" in the drop-down menu for the "If ___________ has value" block ... I have quite a few attributes in this behavior and they fill the screen top to bottom ... but the one I need is not visible. Neither refreshing nor closing/reloading the game makes a difference. Changing the order of the attributes in the attributes tab under the palette doesn't help, either.  It doesn't seem that I can enter this attribute any other way? I tried dragging it over from the palette, but that doesn't seem to work for this block.

 .... thoughts?

15
Fixed Bugs (3.x) / Error in 3.2 when duplicating a scene
« on: February 03, 2015, 08:05:35 am »
Doesn't always happen, but sometimes I get this error when I try to duplicate a scene in 3.2, build 8085.

Unexpected problem on thread AWT-EventQueue-0: null
java.lang.NullPointerException
   at stencyl.sw.app.center.AbstractPage.duplicate(AbstractPage.java:1522)
   at stencyl.sw.app.center.AbstractPage$MyCallback.callWhenDone(AbstractPage.java:1816)
   at stencyl.sw.app.tasks.StencylWorker.done(StencylWorker.java:91)
   at stencyl.sw.app.tasks.SaveGameTask.done(SaveGameTask.java:65)
   at javax.swing.SwingWorker$5.run(Unknown Source)
   at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.run(Unknown Source)
   at sun.swing.AccumulativeRunnable.run(Unknown Source)
   at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(Unknown Source)
   at javax.swing.Timer.fireActionPerformed(Unknown Source)
   at javax.swing.Timer$DoPostEvent.run(Unknown Source)
   at java.awt.event.InvocationEvent.dispatch(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.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)

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