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Messages - Balmut

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Resolved Questions / Gravity and Jumping (solved)
« on: March 02, 2015, 04:37:27 pm »
I've been messing around with the Run and Jump kit and just noticed that the higher up you are on the map*, the lower your character jumps, any one know why this is?

*When at Y=16 It's enough to reduce the jump height from 1 block high to about 1/3 of a block.

I found I can reduce it somewhat by changing the Gravity from the default (for the pack) 120 to the "real world" value of 85.

I'll probably have a roof on my levels eventually, I'm more just curious as to why this happens.


Edit; Nevermind, I forgot I added some code to stop the player from leaving the scene....I am dumb :(

Wouldn't round or floor remove all numbers after the decimal? So it would become 4 instead of the requested 3.7?

Ask a Question / Font bug?
« on: April 04, 2014, 02:36:25 pm »
Anyone got any ideas as to why this appears before the £ symbol? 

I'm using arial, but I tried sans serif and it appears there too. Doesn't happen with the dollar symbol (suspiciously  :P) though.

Thanks in advance.

Stencyl Jam 14 / Perpetuus
« on: March 16, 2014, 11:14:02 pm »
Inspired by endless runners, see how long you can survive this endless RPG.

I'm still kinda working on this, so if you have any suggestions or find any bugs don't hesitate to let me know.
(Still working on the stats, specifically making it balanced)

Thanks for your time!

Ask a Question / Re: Getting Even/odd List ID
« on: January 13, 2014, 01:23:09 pm »
Oooo, that might be a better option for me. In the stencyl math blocks, it's the " remainder of x / y" block I want right?

Ask a Question / Getting Even/odd List ID
« on: January 12, 2014, 07:59:39 pm »
Say I have a list like so:

0: Cat
1: Dog
2: Mouse

Is there a way of only getting the Even or odd ones?

I want something like:
If List ID is Odd do something

Ask a Question / Re: Tiles are confusing me..
« on: January 12, 2014, 07:57:36 pm »
I'm not sure why it happens, but if you open the image file in paint or something similar you can override it with the correct version. If that makes sense? (Make sure your game isn't open in stencyl at the time, or it wont replace it.)

Ask a Question / Re: A Question (Please Answer)
« on: January 12, 2014, 07:54:40 pm »
Can't you use the "While transitioning" block with "Not" before your movement code?

If Not transitioning move ?

News / Re: StencylForge is down for maintenance (back up, for now)
« on: November 28, 2013, 01:14:14 pm »
Yea I can't. I am running an old version of Stencyl so that's probably the reason I can't connect.

(I've been putting off updating since the last time I did some of my games broke, I'll update as soon as I finish my current projects.)

Thanks for your reply.

News / Re: StencylForge is down for maintenance (back up, for now)
« on: November 28, 2013, 12:50:30 pm »
Just thought I'd double check, the Forge is gone for good?

Thanks for your time.

Resolved Questions / Re: Help, I clicked something, now no tabs on Pallet
« on: September 22, 2013, 05:22:52 pm »
Bugger...the icon in bottom right, click it, then reset layout.

I clicked on something while editing code, now I've lost the tabs and the pallet is all smushed up together. Any idea's how I did this, and how to fix it?


Resolved Questions / Re: Cutscene Pack Dialog Trigger
« on: June 05, 2012, 08:12:54 pm »
Doesn't matter, I just found an stupidly simple sollution. Added a "Set opacity to 100%" to my font drawing logic, I can't believe it was that simple!

Resolved Questions / [Solved]Cutscene Pack Dialog Trigger
« on: June 05, 2012, 08:06:14 pm »
I noticed that when the Dialog trigger is done with it's text it fades all texts, does anyone more familier with the cut scene pack know how to avoid this?

I don't want my money count to dissapear when someones finished talking.


Ask a Question / [redundant]Action RPG problem
« on: June 03, 2012, 08:56:09 pm »
This is my problem, the attack logic which comes with the template seems to superseed both my save and respawn location behaviours.

For example, i test the stage, it all works, I goto region it sets to that area for respawning.

BUT, as soon as you press the action button at any point, you then need to press the action button whenever your in a region in order to set the respawn point.

It's taken me a while to go through everything, to narrow it down to this logic. I though I solved it by adding a [stop] but I was wrong.

If there a way to dissable "if button is down" after the attack is over, or maybe reset it?

The problem definatly lies with the "if button is down" (in this case, If action1 was pressed) somehow makings itself controll things it should not.

 Anyone have any other ideas or suggestions?


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