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Messages - Luyren

Pages: 1 2 3 ... 153
1
It's a Tag Mismatch error it seems, but I don't know what to suggest from that. The Discord server is more active and a better way to get help, you can get the link to it here: https://community.stencyl.com/index.php/topic,48592.0.html
You can link to your forum post or post your logs again there in the help channel.

2
Ask a Question / Re: Broken animations in Toggle Blocks
« on: July 10, 2024, 03:53:03 am »
Updating happens every 0.01 seconds. There is nothing restricting your if statement during the first wait time, so it is not happening as you think it is. You can confirm it by adding print statements and checking the game controller.

This tutorial covers timing for the updating event, it ought to explain what to do: https://youtu.be/j10SMwy2prM

3
Steam and itch.io are the first ones that come to mind.

4
Ask a Question / Re: Linux or Skill Issue?
« on: June 26, 2024, 01:16:48 pm »
I recommend you hop on the discors server (link here: https://community.stencyl.com/index.php/topic,48592.0.html). merrak is a regular there and knows linux stuff, plus it is more active than the forums.

Specifically for your code, you can hit "preview code", look for lines 83, find the block equivalent and see if something is wrong with that or provide a screenshot.

5
Ask a Question / Re: Newgrounds blocks for html?
« on: June 10, 2024, 01:07:38 pm »
While I don't have an answer to your question, asking on the Stencyl Discord server will get more attention than here. The link can be found here: https://community.stencyl.com/index.php/topic,48592.0.html

6
Ask a Question / Re: Program Stuck On "Authenticating"
« on: May 28, 2024, 06:10:11 pm »
You can access the discord server here, which is more active and is more likely to get you an answer: https://community.stencyl.com/index.php/topic,48592.0.html

That is an unusual error. Stencyl 4.1.2 will prompt you to download the necessary components when you first open it, you can just follow the instructions on it the first time. Is that not happening for you?

7
Ask a Question / Re: Testing crash course game doesn't work
« on: May 23, 2024, 06:00:49 pm »
Try testing on html5.

8
Ask a Question / Re: Rebuild games from 2016
« on: April 19, 2024, 09:34:09 am »
Click the new "Issues" button and select "Fix All".

9
Ask a Question / Re: Move a specific actor
« on: April 17, 2024, 03:53:48 am »
Create an actor attribute, non-hidden. Configure that attribute in your behavior through instance customization.

Choosing an actor is only an option if you can chose the actor. That's either in a scene event or through a non-hidden actor attribute in an actor or scene behavior through instance customization.

10
Ask a Question / Re: Trying to fade my logo in but I got an error
« on: April 16, 2024, 03:06:48 pm »
You can click the error message and select "open all", it will point to where the error is.

11
Ask a Question / Re: Trying to fade my logo in but I got an error
« on: April 16, 2024, 09:56:04 am »
Your "TextInput" behavior has the parameter "sceneID" without any value. You probably forgot to set a scene to switch to in a scene switch block.

12
Ask a Question / Re: problème avec java
« on: March 31, 2024, 04:48:14 pm »
On Stencyl 4.1.0, you can erase the path to the jdk under File > Preferences. Stencyl will automatically get the relevant, working jdk. Redownload Stencyl if you are not on 4.1.0.

13
Ask a Question / Re: Attempting Crash Course 2
« on: February 29, 2024, 05:57:00 pm »
Your bullet groups is set to "WillHit", both in its group (Properties tab) and in its Animation tab.
Player ship is set to "Actors".
In your actor groups (Settings > Groups) "WillHit" only hit "Players" and "Enemies". They do not hit "Actors".

Solution: change the actor group for your player ship (Properties tab) to "Players".

Your player ship cannot fire bullets because you have some "Bullet Pop" if statement in the button press event. It seems you just copies the code from the enemy ship, so you might want to revise that.

Finally, as I stated in my previous message, you have to add the offset to the bullet position when creating it for the player actor. As I explained:
Quote
In short, positive X is to the right, negative left; positive Y is down, negative is up.
You are using a positive Y offset in the player code. You are subtracting by a negative number, so that becomes positive. Remove the - simbol you manually added to the number.

14
Ask a Question / Re: mouse x y forced change
« on: February 28, 2024, 11:48:10 am »
Code: [Select]
openfl.Lib.application.window.warpMouse(0, 0);Paste this in a code block, replace the 0s with the desired on-screen coordinates, or with the internal name of number attributes. This only works on desktop targets (Windows/Mac/Linux), not on Flash nor HTML5.

15
Ask a Question / Re: Attempting Crash Course 2
« on: February 24, 2024, 07:23:11 am »
You decided to make "ShipHealth" a game attribute (purple). Under Settings > Attributes, your ShipHealth is set to 0. Unless you give it an initial value greater than 0, your ship gets Fist of the North Star'd and is already dead before you even compile. You are setting a blue attribute "Ship Health" to 5 in a when created event for the Player Ship. Purple and Blue attributes are different.  Furthermore your "Hit" custom event is decrementing a local attribute (blue). You are mixing two different things.

Solution: remove "Ship Attribute" from Settings > Attribute, then in your "Update" event, replace the purple block with the blue one.

Other notes:
-Use only one "Updating" event in your code per behavior, that's my recommendation. You can have stuff for movement, camera limiting and kill on 0 health all in the same event. Use comment blocks to identify each part.
-There is no code in your bullet to deal damage to the player ship. According to your collision groups, the bullet canot even colide the player ship. That means the enemy ship cannot damage the player at all.
Solution:
1) In your bullet code, replace your collision event with the "something else" collision event (the first one) and adjust your code accordingly. That way your custom event "Hit" will be called for whatever it hits.
2) You'll also need to make your bullet collide with the player ship (Settings > Group).
3) You have to create the bullets further apart from the player ship with an offset. An offset is a position adjustment, something like "X position of self + X offset, Y position of self + Y offset". You must adjust the offsets so that your bullet does not colide with the player ship when created, otherwise it will hit itself. Consult the video I posted earlier about positions. In short, positive X is to the right, negative left; positive Y is down, negative is up.

-You could have made the health portion of your code a behavior, and attach that to both your enemy ship and player ship. That would include health management through non-hidden attributes (ship health as a number that is not hidden instead of setting it on When Created), the "Hit" custom event and death on 0 health. Making behaviors for reusable code is my recommendation.

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