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Topics - Luyren

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Shared Resources / Luyren's Bézier Curve
« on: September 13, 2021, 07:01:04 am »
Luyren's Bézier Curve is a resource pack that enables you to add bézier curves to your games. Bézier curves are curves defined by control points, which can be used to move actors, move images, or create graphs of data points that can be exported, for example to make a status progression in my RPG Elements Pack.

  • With the Bezier Curve behavior, you have access to custom blocks to create curves at runtime, or call preset curves customized in the behavior, and can move actors along these curves. You can also create your own interpolation methods for actor movement. A robust build mode allows you to create the curves within Stencyl itself, and use the generated values to whatever you might need.
  • With the Move Images Along Curve behavior, all the movement along bézier curves can be applied to image instances attached to a layer.
  • Chain together several preset curves to make complex movement for your actors.

A comprehensive documentation file is included, with use cases and example code, as well as a sample game where you can see this pack in action. For more information about bézier curves, check the video "The Beauty of Bézier Curves" by Freya Homlér, which inspired and gave me the knowledge to create this resource pack.

Bézier curves have a wide range of uses, and I can't possibly list them all here. Experiment, play around, and you might find how they can add to your games.

This is compatible with all my other resource packs.

Download it here

Happy Sencyling!

Shared Resources / Luyren's Mouse and Analog Aiming
« on: August 13, 2020, 10:17:36 pm »
Today I was comissioned a behavior for 360 degrees aiming with analog controls, and it was agreed I could make the behavior publicly available. I also recorded the creation processes and commentated it afterwards, so now you can have a closer look into how I approach behavior making. Watch it here:

As for the behavior, it's attached to this post, and you need to be logged in to see it. It allows you to get the angle of an analog input, and it can automatically map gamepad buttons to four directional controls and face your actor towards that angle. You can also use it to make your actor face the mouse instead. The default values are set to the right analog stick, but there are debug options so you can quickly check the input codes for the left stick and set those as needed.

It also comes with a custom block, in which you input 4 direction controls, and it returns the angle of those controls, so you can get the angle for both analog sticks in your controller.

I'll not be creating an page just for this behavior because this whole endeavor inspired me to include analog options in all the behaviors from my upcoming AI and Combat pack, so that will handle both movement and aiming. For a standalone version, you can use this standalone behavior here.

  • Download and extract the file attached to this post.
  • Back-up your game by going to File > Export Game
  • Go to File > Import Resource, and select the Mouse and Analog Facing.png file.
  • Attach it to your desired actor, carefully read the description of the behavior and its attributes and have fun.

Shared Resources / Luyren's AI and Combat Pack
« on: July 28, 2020, 07:10:19 pm »
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Luyren's AI and Combat Pack is available now! It provides behaviors, which are configurable and reusable pieces of code, that enable your actors to attack, manage health and energy, customize any number of special skills and a robust AI system with which your actors can check for specific conditions in order to execute actions, both on their own and against enemies.

The pack comes in two versions:
  • Luyren's Basic Combat Pack is the free version. It contains only basic melee and ranged attacks, health and energy management, 8 way movement, raycasting and only the Patrol behavior for AI.
  • Luyren's AI and Combat Pack is the full paid version. Along with all the behaviors of the free version, you have the Command List behavior to configure any number of actions and control inputs for your actors, Get Enemy Actors, to allow actors to detect enemies within range, Action Manager to create a full hierarchy of actions the AI can perform, each with their own conditions, and several other AI behaviors.

Both versions come with sample games you can import into Stencyl, in which you can see how each actor is configured, as well as a comprehensive documentation file. Both versions support side-scroller and top-down games, including mouse and analog inputs for aiming and 8-way movement.

This is compatible with all my other resource packs, and the documentation includes instructions on how to update the behaviors with features from those resource packs, such as RPG elements, special effects and cutscenes.

Happy Sencyling!

I'm hard at work on a new resource back, focused on combat and combat AI. It allows you to create your own attacks, as well as customize the actions the enemies in your game will take. It's compatible with all my previous resource packs, and work for both platformer and top-down games.

As with the Cutscene Resource Pack, I'll be posting weekly on this thread talking about all the features, leading up to the release whenever that may be. For more constant updates, you can follow me on twitter or join Stencyl's Discord server.

Basic Combat
This pack will come in two version:
  • Basic Combat: the free version, comes with Health, Energy, basic attack behaviors, aiming, 8 Way Movement, AI patrol and raycasting.
  • Full Version: the paid version comes with all that, plus the Command List behavior, with which you customize conditions, input and events for special attcks, the Action Manager behavior to manage an hierarchy of actions your AI actors can take, as well as several other AI behaviors.

The basic combat works by creating a damager, an actor that will inflict the damage, for both ranged and melee attacks. You also set an Identifier Friend or Foe for your actors, or IFF. Only actors with different IFFs can damage each other. This is used from simple player versus enemies to different factions battling each other. The attacks are compatible with my RPG Elements pack, so the inflicted damage can be based off of your actor's status and combat statistics.

Attacks also have priority numbers. The gist of it is that if you perform a sequence of attacks with increasing priority number, you can bypass the invincibility period after enemies are damaged.

You can configure the position of the damager based on the actor's facing and the direction the actor is aiming at. It also has support for mouse control, and for ranged attacks, you can fire projectiles towards the mouse.

For Health, you have several display options, you can customize invincibility effect and stun states upon taking damage and a sequence of events when an actor is defeated. You also have full control over damage calculation and can even create your own damage formulas. Energy works in a similar way, and you can have multiple energy types, each with their own current and maximum values and display settings. Both can also be tied to RPG Elements.

The 8 Way Movement behavior can be used both for basic movement in top-down games, for AI-controlled actors to set their animation depending on the direction they are moving, and for platformer actors to fly, with the option to set requirements and a time limit or energy cost. It also has an option to limit to 4 way movement.

And as with all my resources, everything is highly customizable: features that you don't have use for, such as aiming, damage invincibility or multiple energy types,can be ignored or configured out.

Shared Resources / Luyren's Quick Tips
« on: April 29, 2020, 03:05:27 pm »
I've started making some quick Stencyl tips videos, covering some recurrent questions I've seen here on the forums and on the discord server. Whether you've been using Stencyl for a while or just started, these might be useful! And hopefully I'll keep them all under 10 minutes, so it's a pretty short watch.

Watch the first tip here: Why you should use behaviors.

I've seen a lot of people using exclusively actor and scene events, when a lot of features they are making would be better suited as behaviors. This video will hopefully show you that creating behaviors instead are a better option in most cases, with more options and versatility.

Windows / Mac / Flash / HTML5 / Reset Co.
« on: April 06, 2020, 10:17:42 am »

"We at Reset Co. pride ourselves in resetting your home to a clean and tidy state, no matter the damage!"

Nuke, the mischievous cat, is causing chaos in a client's house! Play as Carla, a proud Reset Co. employee, and use her reset power to put things back in order.

I've worked on this game along with koikidd (formelly Strasteo here on the forums). I'll use this thread to talk a bit about the development process, and also invite your feedback here as well. I'm writting this from memory, so it might not be as descriptive as one would like.

Used Resources
Used the Follow Point behavior to make AI movement, and the Scene Actor Spawner for the smoke effects on the introduction of each stage. Also used the Orbit behavior for the stage complete stars movement.
Used the Time Count behavior for the stage timers, Particles for the stage complete effect and Player Control for player and AI movement.

I used musescore to compose the music, bfxr for one or two sound effects. I recorded some sounds in my house and edited them with audacity for the majority of the others sound effects. Graphics were 99% done by koikidd, I mostly stuck with some recolors.

During brainstorming, each of us had different ideas:
1- I thought about a simple platformer, get-to-the-goal style, in which you must reach a target time or the stage fails. The concept here is the speedrun reset, so you'd be resetting for the perfect run.
2- koikidd thought about a concept in which you have status conditions, you can reset to a previous status, and the interaction between the player, their current status and objects on the stage would be used to reach a complete stage.

We went with the second idea as the core concept, followed by the idea of resetting a room manually. That concept is fully fledged and included in the game. Objects could be wet, on fire, shocked or dry. Interacting with an object would transfer the status. For example if you are on fire and touch a wet table, the table would get dry. You'd need to set each object to their position and target status to complete a stage.

Story-wise, a custodian job seemed fitting. I have a soft spot for the magical/super natural being treated as everyday stuff, like in some Ghibli movies. koikidd came up with the idea of a cat causing all the mess. We were working on a game previously about a cat that catches flying fishes, but we cancelled it, so that cat lives on here.

On the first days, I focused mainly on the basic actions (picking up stuff and push/pull), the flow of the game (start a stage, stage select and the gameplay loop) and later took 2 days for the soundtrack. We also though about some more stage elements, such as generators to power up moving platforms, and a lamp for dark stages, the latter being in the game code but left unused.

One thing I wanted to make sure was to show the player all the objectives. That's why the intro cutscene plays in all stages: it grabs the screen image at that moment, which can be then viewed on the pause menu, along with a text showing the objectives, to know where exactly to put everything. koikidd made the acctual indicators on each stage, and they also ended up helping a lot, both as guides for the player, and when making the intro and gameplay versions of each stage.

I think by the third or fourth day we noticed that we weren't comming up with ideas for puzzles with the reset status mechanic. So koikidd came up with the concept of resetting the entire room, and objects on their target positions wouldn't be reset. End result is that the entire status thing is included in the game, but left barely used. We also settled on single-screen puzzles.

After that we started designing the stages. We pretty much did half of the levels each, and we did a last rush on sunday to get the game done. I admittedly had some troubles comming up with stages that better used the "reset objects" mechanic. Had we started designing stages earlier with that idea in mind, we'd probably had a better grasp of how to properly utilize it, and we'd probably have more stages as well.

One thing to add: I personally spent all days of the jam from around 10-11am to midnight working on it, with a few breaks along each day, and 2 or 3 days I started at around 5pm. I don't have a job at the moment, nor other obligations, so I was able to put a lot of time into it.

Community Bonus
I did a simplified cutscene system for this game jam, which is used for the intros and start/end stage sequences. I'll document it later this week, and add it as a "free demo" of sorts that you'll be able to download in my cutscene pack page. It's way more limited than my cutscene pack, and its setup is similar but not quite the same, but might be useful for simple cutscenes for your games. Plus, if future jams also have the same rules for pre-made resources, you'll be able to use it.

That's it from me. Comments and feedback are welcome!

Shared Resources / Luyren's Utility Pack
« on: March 23, 2020, 01:10:09 pm »
Finished just in time for the 19th Stencyl Jam, this resource pack contains several utility behaviors, acting as a complement to my other packs. It contains:

1. Camera Follow: a camera behavior with several smooth movement options.
2. Camera Lock: locks the camera at certain positions on the scene.
3. Debug Mode: several debugging options that can be called in-game. Doubles as a cheat engine.
4. Follow Point: configure several movement sequences for your actors, that can be called with a custom block.
5. Orbit: configure several orbit-like movements for your actors, which can be called with a custom block.
6. Play Sound When Created: plays a sound when the actor is created, with the option to change the sound based on the animation.
7. Raycast: provides a custom block that detects tiles between two points.
8. Scene Actor Spawner: create actors based on the camera position. Can be used to create weather effects.
9. Semi Solid Position: configure semi-solid platforms with irregular collision.

It comes with a sample game, showcasing its features, documentation, and sample code you can copy and paste onto my Particles behavior to include the follow point or orbit movement options to it. It is also compatible with all my previous packs.

One thing to note: the irregular collision semi-solids only work if you use the Player Control behavior, which is included in the Miscellaneous and Cutscene packs. All my packs have been updated to be compatible with it, but in case you have a game project that already has any of those packs imported, I included a smaller pack with just the necessary behaviors to update, and the instructions on how to do it.

Shared Resources / Luyren's Map System
« on: December 23, 2019, 07:23:02 am »

This is a standalone metroidvania-style map and mini-map system. It works with any game genre and is compatible with my other resources.

What it supports:
-Multiple player actor icons.
-Multiple objective markers.
-The Map display is highly customizable.
-Customize the size of each map cell in-game.
-Scroll through a list of visited areas.
-Scroll through maps bigger than the display.
-Cell data: specify icons for specific cells on the map based on their state, and alter that cell's state. Used for bosses and defeated bosses, items and collected items for example.
-Map Opacity: you can specify the opacity of the map on screen, and the mini-map has features to change its opacity in-game.

When is it available?
You can download it here.

In the following days I'll post more in-depth about the features and how you will customize the map system in your game.

Shared Resources / Luyren's RPG Elements Resource Pack
« on: November 26, 2019, 10:21:37 am »
This is a free/pay what you want resource pack that you can use to include RPG elements in your game, which are behaviors that handles character growth through statistics.
It is compatible with my Miscellaneous Behaviors pack, meaning you can import both packs into your games. It is even recommended you get that, to make use of the Save Status behavior to save the character progression information, specially when using multiple characters. It is not required though: the RPG Elements pack by itself has simple saving options.

My Cutscene Resource Pack already has everything you can find here, but with new features for these behaviors, as well as behaviors that can interact with the RPG elements.

Can I see it in action?
Since this resource pack is an isolated, standalone version of the behaviors I use in my RPG Platformer Kit, you can see it in action here.

So, what is included?
  • Character Status: create as many character status as you want, set their progression through levels, and you can even set the behavior to automatically complete the progression up to the character's maximum level. Also handles temporary and permanent modifiers.
  • Combat Statistics: define combat statistics, by creating your own formulas using character status, attributes and actor values. These statistics can be used for anything, not only combat. You can create statistics for actor damage and for jumping force, for example.
  • Damage Type Modifier: specify weakness and resistance to specific damage types. Also handles temporary and permanent modifiers.
  • Difficulty Mode: change attributes or actor values and even kill actors when loaded, based on the difficulty setting. You can define a global difficulty, or difficulty per actor.
  • Equipment: define equipment slots for your actor, and the properties of each piece of equipment. You can also create an actor that will be attached, constantly having its animation set to the animation of your character. This can be used to create graphics for your equipment that follow your character.
  • Experience: handles character level. You can manually set the required experience for each level, or have the behavior automatically complete the required experience up to the character's maximum level. Also handles the learn set of skills per level, and has several display options, using actors and drawing.
  • Font by Name: this comes with a custom block that returns a font given its name. No need to attach it to anything.
  • Inventory: manages actor items. There are several options such as single or multi-stack, limit item slots and specify maximum capacity of individual items.
  • Money: manages actor money.
  • Resize Menu Window: resizes actors using a "9-slice" method. Used in the Screen Message behavior.
  • Screen Message: display messages on screen for this actor. You can specify their position, how many to display at once and what happens to excess messages. Use for the Inventory, Money and Experience behaviors to show messages when getting items/money, leveling up or learning skills.
  • Status Condition Manager: handles status condition resistances. Also handles temporary and permanent modifiers. This just handles the resistances and the list of inflicted status conditions, by unifying the information from other behaviors that handle status conditions such as poison and paralyze, for example.
  • Use Skill: handles character skills, and you can cycle through specified active skills, as well as display the currently selected skill on screen.

All behaviors have drawing or debug functions, allowing you to check if the values are working as you intended, helping you fine-tune everything.

What is the difference between these and the ones in the Cutscenes Resource Pack?
The Cutscens Resource Pack has extra features: The Experience behavior has the option to display a floating message on received experience and level up. You can also specify an increase in the level of a charge type on level up.

There is a new behavior called Charge, which enables your actor to charge, either automatically or with a control held. You specify different charge types and maximum levels for each one, and can increase those levels individually. You also set events to happen while charging and releasing a charge. My aim was a behavior that could simulate both Megaman X and Secret of Mana styles of charge.

The Equipment behavior comes with an extra property to swap color modes, call particles, aura and after images based on the given equipment.

All the custom blocks are integrated into the scripting method of the Cutscenes Resource Pack, so you can create cutscenes that teach skills or add items to your characters for example.

How do I use it?
Once you attach the behaviors to your actors and configure them, you can use the provided custom blocks to integrate these RPG elements into your own game. There are custom blocks that returns character status, combat statistics and status condition resistance, add and remove items and skill, add temporary or permanent modifiers, change equipment and modify a number based on the damage type resistance.

Shared Resources / Luyren's Cutscene Resource Pack
« on: October 17, 2019, 11:00:25 am »
This resource pack allows you to script events for your actors, including cutscenes, dialog, treasure chests, enemy patterns and even entire visual novels, and any other uses you can think of. In this pack, scripts are sequence of events that can be triggered in order, with a wait time between them. Since they are behaviors, they can be used in multiple actors or specific instances of your actors with different settings and entirely different scripts,  using the same behaviors.

It also has several quality of life features: changing scenes with relative positioning and required keys, saving, in-game time cycles and light simulation, configure controls for both keyboard and gamepad, soundtrack, particles and many others, all integrated with the scripting behavior. This resource pack can be used in any genre or style of game. You even get a variation of this pack that includes RPG elements!

You have the option to get the sample game's project file as well, with extra documentation for it. It showcases several of the possibilities of this resource pack as well as some script organization tricks.

If you want to try it out without paying for the full version, you can play an HTML5 version of the showcase game if you visit the pack's page in the link above. You can also try out a free version, with a simplified cutscene manager behavior that allows you to create some scripts. The two together will give you a good idea of some of the things that are possible with this pack.

This resource pack is made entirely with vanilla Stencyl, no extensions required, and it works in both the public and private builds. It has minimal use of actual written code, relying almost entirely on the regular blocks.

If you've used my miscellaneous behaviors pack or the RPG elements pack, all of them are already included in this pack, but fully integrated with the scripting method and other behaviors.

Now let's talk about some of the features, starting with:

Here you can see the available options to customize, and how the behavior itself looks in the actor's page. Also note that the layout is customizeable: you can have it look entirely different than this showcase.

As a preview of the scripting method, here is the script for that particular dialog (with the actual dialog text cut because of spacing). It stops the player actor, disables its behaviors so it can't move around and shows the dialog, each one with a different preset, before returning control to the player.
Code: [Select]
0|0,0,Set Actor,Player Actor
0|1,0,Manage Behaviors,Disable,Player Control
0|2,0,Set Speed,0,-
0|4,0,Set Actor,Self
0|5,0,Set Value,Global,Display,-,Set,0
0|6,0.2,Face Player,Animation,IdleR,IdleL
0|7,0,Dialog,Key Input,[No Sound],[Wait],[No Skip],-,Here you'll see some of the options for dialog display. [...]
0|8,0,Dialog,Key Input,[No Sound],[Wait],[No Skip],Single,You can have the whole dialog in a single window[...]
0|9,0,Dialog,Key Input,[No Sound],[Wait],[No Skip],Sample,You can also configure [...]
0|10,0,Set Value,Global,Display,-,Set,null
0|11,0,Set Actor,Player Actor
0|12,0,Manage Behaviors,Enable,Player Control
0|14,0,Event Index,0,Stop

Next update will be about branching dialog options.

Thanks for reading!

Shared Resources / Luyren's Miscellaneous Behaviors
« on: October 12, 2019, 06:07:00 pm »
Hi everyone!

Over the years I have shared behaviors, either here or on the late Stencylforge, for everyone to use. Most of these public behaviors are way outdate compared to the versions I kept working on, so I decided to make a collection of them in a single resource pack and put them on Most of them have been public for a while, and some of them are brand new. They'll work in both public and private builds of Stencyl, and can be used in any type or genre of game you're making.

You can download it here.

Here is the full list:
Actor Aura: creates an aura for the actor, based on its animation.
Actor Parallax: enable parallax scrolling for individual actors.
After Image: draw after images for your actors.
Color Swap: swaps colors for the actor. Comes with custom blocks to apply effects and change opacity of the color swapped image.
Die Over Time: erases an actor over time, with the option for different times based on its animation. This can be used to have several particles as animations in one single Actor Type.
Light Source: allows your actor to create a light source that masks the tint screen effect.
Particles: create several types of particles for your actors.
Player Control: platformer m​ovement behavior, includes horizontal movement, jumping, facing, slope detection and semi-solid platforms. This is the only "genre specific" behavior.
Resize Scene Menu Window: resize actors using the "9-slice" method.
Save Actors: save actors created at runtime, to be loaded when you return to a scene. It can also save actors placed in the Scene Designer, including their position.
Save Status: save attributes and actor values for your actors across multiple scenes.
Scene Soundtrack: handles soundtrack options for your scenes.
Slide Camera: provides a custom block to slide the camera.
Time Count: customize several timers that can work simultaneously, with a variety of saving options.
Tint Screen: applies as many tint screen effects as you want.

There is also a tutorial video available.

These are pay what you want. You get the resource pack (a .png which you can import into Stencyl under File > Import Resource - that is the resource pack) and documentation for them in a .rar file.

I have another resource pack in the works, this one for cutscenes, which will come out relatively soon. And all this works feeds back into my RPG Platformer Kit as well, which will come out... eventually.

Let me know either here or on the discord server if you have any questions or problems with it.


Journals / Luyren's RPG Platformer Kit - Playable Demo Showcase
« on: June 26, 2019, 06:38:10 pm »
Download it here for windows.

This is a playable-demo intended as a showcase of some of the features of my RPG Platformer kit, still under development. This kit will provide you with tools to create from simple "run and gun" games to metroidvanias with multiple party members and enthralling cutscenes, and everything in-between. Several aspects of this kit can also be used on top-down games with little to no effort as well.  This showcase features full-screen and gamepad support. All my behaviors are highly customizable, so the in-game menus, options and dialogs could have wildly different layouts, the attacks and skills could be done in different styles, and there are several elements that can be done automatically, such as experience progression and status growth.

The kit is also being made with no extensions, and pretty much 99% standard stencyl blocks. It will be available for purchase once it's done. I'm aiming for this year/beginning of next year, though I cannot provide a concrete release date. I am pretty much working full-time on this, and hope this can give you an idea of some of the stuff that's possible not only with the kit but with Stencyl itself, and what to look forward to.

This specific demo has been in intensive development for the past two weeks. I set a time limit to have it done by June 25th, but unexpected development issues kept popping up, among other things.  Even though I tried to use as many features as I could, I had to cut some that already exist on the kit but could not be fully implement in the demo. One that pained me to remove was the menu for individual character settings. I'd use that to configure A.I. settings in-game, but I didn't have time for that. Pathfinding is another area in need of further testing and fine-tunning. A day and night cycle relevant to the game is something I want to do for future versions as well.

While I think any piece of media should be evaluated by the information that it itself provides, I invite you to play it and look at it as a product showcase. I'm open to all forms of criticism and feedback, but I'm mostly interested in your opinions on the features, what you'd want to see or be able to do with the kit, and any bugs you might encounter while playing. I already have a list of stuff to fix/work on next (like some proper music and backgrounds), and will probably expand this demo to be a sort of "companion piece" to the kit, and have a new playable demo at a later date.

I'll use this thread to post updates on the kit from now on. Let me know if you have any questions, or want me to elaborate on how I made any of the stuff in the demo. I'll also post a gameplay video in the next few days, for those without a windows machine to play it.

Finally, I'll leave you all with a question: would you be interested on a live stream breaking down how this demo was made? I'd have to setup some stuff first, and that would probably be sometime next month. I'd love to do it if there's enough interest.

Thank you for playing and for reading this post!

Shared Resources / Improved Particle Behavior
« on: May 02, 2019, 07:46:49 pm »
Enables this actor to create other actors as particle effects. The particle effects can be created at a random position or at a circumference, and can be pushed to random directions or to specific points.

Comes with two custom blocks:

SetParticleIndex: adds or remove a particle index from the active list.
SetParticlePreset: activates the particles, selecting one of the configured presets.

-StartEmitting: activate particles.
-StopEmitting: deactivate particles.

Attributes to Save:

_Activate: if the particles are active.
_ParticlesOn: list of particle indexes active.

This is an updated version of my old Particles behavior. Previously, you could only have one set of particles at a time, with a single movement setting. Now, this works with multiple particles, with individual settings and timers.  Particles now are configured in a list, each index corresponding to a particle, or set of particles, that follow their own spawn and movement setting. You can individually turn on and off each particle index,  and you can also quickly call a set of particles with the new custom blocks. Speaking of...

Custom Blocks
Set Particle Index: turns on or off a particle index. A use case is, for example, you are using indexes 0 to 3 for some special effects, and you can turn index 4 on to show a poison effect. You can turn that index off when the poison effect is done, without affecting the other indexes.

Set Particle Preset: a preset is a series of particle indexes that you can turn on and off based on the preset name. For example, you configure indexes 0 to 3 for a special attack, you can configure a preset called "SpecialAttack", and call that using this custom block, turning on those indexes. It won't affect other active indexes.

Drawbacks from the previous version
Since now you configure everything using a list and a map, if you don't follow the formatting, or you type anything wrong, you will get errors. Always double check the attributes' descriptions and your settings.

Another thing is, since this behavior is more versatile, I couldn't realistically test all possible use cases. If you have issues or find anything that you think might be a bug, let me know.

You can download it here, as part of a resource pack with several other behaviors.

Shared Resources / Actor Parallax
« on: January 30, 2019, 09:40:41 am »
"Enables parallax scrolling for this actor. You can set the scroll to move with the camera, or in the opposite direction. To work effectively, disable gravity for this actor."

You can download it here, as part of a resource pack with several other behaviors.

I don't know if people have other solutions for this readily available, but it was quick to make and migth be useful for someone, so here it is.

Ask a Question / Getting control values and mapping keys
« on: September 20, 2018, 03:11:46 pm »
I'm currently working on a menu to customize controls for a game. I want to display to the user the key on the keyboard mapped for each control and, if applicable, the mapped button on a gamepad for each control. I've run into two problems:

1) I can map a button on a gamepad and it works fine, but there are no blocks for keyboard mapping.
2) There are no blocks to get the button or key mapped to a control, given its name. I think I can simulate this, but having a way to get those would make it way easier.

Question is: is there a code equivalent of these things (map control to keyboard and get mapped key/button for control)?

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