Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Rimrook

Pages: 1 2 3 4 ... 16
16
Ask a Question / Re: Problem with jumping help!
« on: October 26, 2017, 03:49:35 pm »
To expose more of the original problem, the player sees hitting its head as on the ground. It can be solved by putting a sensor hit box on the player to detect for ceilings (tiles)  and correct the problem. This can also help the player staying crouched if that’s a thing you want.

17
Ask a Question / Re: Knockback physics
« on: October 21, 2017, 04:59:44 am »
Could have two hit boxes, one is a sensor that is set to a group that collided with enemies and another non sensor to collide with tiles so it hits walls.

18
I doubt converting a SWF to an EXE would have the same benefits as an EXE made by Stencyl. Sounds like it's just a projector or internalized SWF player of sorts. :/

19
Ask a Question / Re: RPG Moves?
« on: August 21, 2017, 07:20:27 am »
You seem pretty serious about your RPG. Perhaps some time understanding and utilizing the power of the Data Structures extension will help you out. RPGs are generally very data heavy, an most characters and attacks are simply a graphical representation of the underlying structure.

20
Ask a Question / Re: Method for saving entire actor (including events)?
« on: August 13, 2017, 07:15:09 pm »
There's a workaround.

You can copy the event  by right clicking it's name and choosing copy. (Name being 'updated' or 'created' labels on the left side.)
You can then change games and paste it. Stencyl will auto-make the attributes.
If you have enough computer power, you can launch Stencyl twice to speed things up if you have a lot to copy.

21
Ask a Question / Re: Camera Dolly
« on: July 26, 2017, 09:20:41 pm »
Kinda solved this in a dumb way.

When the player is a certain distance from the center of the dolly, the collision shape shrinks to accommodate navigating to the player with ease. It's actually rather good now.  Another solution would be to tie the dolly to some A* Pathfinding but that's excessive just for a smooth moving camera actor.


22
Ask a Question / Re: Camera Dolly
« on: July 25, 2017, 06:20:24 pm »
I actually tried that, though my screen resolution is 576 x 320 so it was more elliptical. It still got stuck.
Shame I can't make an actual elliptical shape.

For some reason, polygons get stuck if the space they go into is the exact width, but a circle of the same width will slide in without a problem.

23
Ask a Question / [solved] Camera Dolly
« on: July 25, 2017, 03:18:54 pm »
So my camera is attached to an actor, named 'dolly' (after the carts that hold cameras in Hollywood) and as this dolly moves around, it will collide with other actors designed to block it. This basically keeps the camera focused on the playable area like we see in Metroid, Mega Man, and many other platdormers. Seems simple right?

The fundamental issue is the physics and what shape the dolly has. If it's square, it snags and stops on everything. The best is a circle in the center but it leaves an undesirable spacing on the sides. The middle ground is two circles that overlap to cover the screen's dimensions with a pill shape. This is ALMOST perfect, flawed in only the fact that the pill shape still has a flat side on the top and bottom. This snags if the player takes a sharp corner, but is fine after the corner gets to the round part of the pill shape.

My theorized solution is to have the dolly somehow slide out of the way somehow when the flat side gets snagged. Either physically or offsetting the camera's position on the dolly. I can't seem to reliably make that happen.

Anyone who wants to try it, I can post the code, it's surprisingly simple. Plus I believe it would be a valuable behavior to have around once this last challenge is overcome.

I welcome any and all suggestions, thoughts, and ideas here.

24
Ask a Question / Re: is there a way to get a list by name?
« on: June 16, 2017, 07:53:16 am »
I guess you could have a list of all of the list names, then use the 'for each item in list' with another for another 'for each item in list' with the 'item' from the previous as the name of the list to retrieve from in the second. That way you could cycle through a list of lists and the items in succession.

Another way is the 'repeat X times' and append the current loop count number as text to the end of a name using the 'text & text' block. For example 'Banana & [current loop count]' would get you 'Banana1' then 'Banana2' and so on until the repeat finishes.

25
Ask a Question / Re: Tiles and Physics
« on: May 28, 2017, 03:54:08 pm »
Hey I got it working! Good to know that the Tile API works that way.
Thank you so much for the help!

26
Ask a Question / Re: Tiles and Physics
« on: May 28, 2017, 06:57:26 am »
I've been using the hitbox of an actor with the 'Tile' group.
This has been giving unreliable collisions with ray tracing, though the level collision never faulters.

The way I have my graphic tiles and collision tiles separated will accommodate what you're talking about with the adding tiles with collision boxes. There won't be hundreds of boxes, just a few where a wall or floor is breakable.

I'll have to try my solution, and thank you so much for the  insight Merrak, I don't think I would've figured it out.

27
Ask a Question / [Solved] Tiles and Physics
« on: May 27, 2017, 07:01:55 pm »
If I use the tile API to change a tile with a collisions box, how does that affect the physics? Like if I remove a tile in a wall, is there a hole in the wall for things to pass trough? Any insights are welcome.

28
Ask a Question / Re: Destructible Block
« on: May 20, 2017, 04:13:34 pm »
I was unaware of that since I rarely work with simple physics. Good to know.

29
Ask a Question / Re: Destructible Block
« on: May 19, 2017, 01:56:08 pm »
I've done my own version of a destructable tile.
What I did what make a breakable block actor. Pretty straight forward stuff. But when this block is placed underneath level tiles, it hides until it is hit, then it removes the tiles above it and shows itself.

A caveat is the physics. Tiles can be set to have a hitbox, but if the tile changes, the physics stay the same, creating invisible walls. I solved the wonky physics by making all tiles non solid, then on a separate 'physics tile' layer, I place these orange debug tiles I made that have physics shapes. That way, as I so choose, anything can be solid or not, and I can layer up my graphics, and destroyable terrain, without too much worry.

If you know anything about the Super Metroid editor and hacking, Nintendo used a similar 'behind the scenes' system to control tile destruction and passability. Of course, Stencyl is a far more sophisticated engine with far more capabilities. This is just one solution.

30
Ask a Question / Re: Prevent flashgame from being decompiled?
« on: April 30, 2017, 02:47:07 pm »
I know and have decompiled  actionscript, but it doesn't work with Stencyl stuff probably because it's java based.

Hope that helps.

Pages: 1 2 3 4 ... 16