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Messages - koozek

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Wow, this looks absolutly amazing! Really inspiring. Looking forward to see more of your work.

Oh, a small technical question: how can you make the noise effect only affect certain layers so that it doesn't blend with the HUD, as seen in your gifs? I just can't make it work in Stencyl 2.2, even with different layers for the actors :(

Woah, thank you very much, guys! I'll try it out someday. I decided to finish my little game in Stencyl 2.2.0, though, as I had other annoying issues as well (with blend modes not acting like before, etc.) and it isn't worth changing so much when I can just use Stencyl 3.0 for my next game and start anew then.

Hey, folks!  :)
I just upgraded to Stencyl 3 and now the "Sensor or Solid" behaviour doesn't work anymore :(
The error message, when I try running it, says
"Sensor Or Solid (52) -  Unexpected =
  Sensor Or Solid (52) -  Unexpected ="

This is the original code for the "MakeSensor" block:
for(var fixture:b2Fixture = __target.body.GetFixtureList(); (fixture != null); fixture = fixture.GetNext())

I hope somebody has an idea what needs to be changed in Stencyl 3 for this to work as I really, really need this funtion. Thank you very much in advance!

Hmm, that sounds plausible. Not based on the position but I'm giving the player the same speed as the platform while standing still. I will keep your method in mind. I'll try figuring out how to make my approach work first, though.
I'm using "Set speed to" now, instead of "Slide to/by" for the platform and now the player stays on it when moving horizontal, but only in some weird circumstances. Like only after I walked a bit or saved or whatever. Totally arbitrarily, aaargh :D I'm so happy when this will finally work as it's supposed to!

Okay, no solution for the vertical movement, yet, but I think I know the root of the problem that also leads to my Player not sticking to the moving platform.
My Platform Moving behaviour uses the "Slide to/by" block which doesn't seem to use a speed value but rather moves the actor manually step by step, I suppose. I debugged and it looks like the platform's speed is 0.
Hmm, I guess I have to rewrite the platform motion code :/

Ask a Question / Platform Riding - Unwanted vertical trembling/shaking
« on: January 09, 2014, 06:25:09 pm »
Hey, Guys!
I'm implementing a Platform Riding behaviour, right now, and I have the problem that the Player always seems to jitter/shake by 1 Pixel when he's standing on the platform that's moving upwards (especially when it moves downwards). I noticed it in other Stencyl games, too, like this one (
Is this a known bug with the physics engine, maybe? Is the collision detection "too slow"?
I'd really love to know. Thanks in advance! :-)

Stencyl Jam 13 / Re: Tiny Dangerous Dungeons - Game Boy style metroidvania!
« on: November 28, 2013, 02:10:25 pm »
Great game! Love the sprites and the level-design. It got me thinking whether I should make my game's player have that horizontal momentum, too, while jumping^^

Ask a Question / Re: Converting .wav to .mp3 without a delay
« on: October 29, 2013, 08:22:23 am »
Hey, I would love to know the solution too :) Would you be so kind an reupload your pdf, Leaufai? Thank you very much!

Resolved Questions / Re: [Solved] Stop Animation When Hitting Tiles
« on: September 28, 2013, 07:32:45 am »
Aaargh, I'm going crazy right now :D I need your help, guys!
I basically want to do the same as you. Stopping the player when he's trying to walk against a wall.
I tried so many ways, debugged the hell out of it and now ended up realising that the problem is so absurd it's not even funny anymore, haha.

I have a seperate behavior like you called "TraceBlocking" that's called when I'm pressing down the left or right button and sets a "Is Blocked?" actor value. Well. So far so good.
Now when I tested it it only worked when I collided with a tile from the right side. Vice versa it only worked when the tile I collided with was on an odd numbered row in the scene (!!!) or occasionally when another tile was directly behind the on next to the player and other crazy conditions that really make no sense. What the hell has the position of the tile to do with the "IsBlocked" actor value which only is set when a side collisions occurs (which it does correctly in my "TraceBlocking" behaviour when I debug).
I really want it to work but I have the feeling that it's a REALLY strange bug that's unfathomable for me. I double- and triple-checked everything :(

MartianBattleplan, would you be so kind and show me both your Trace and StopTrace behaviours? What does the latter do?

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