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Topics - UnrealCanine

Pages: 1 2 3 ... 5
1
Windows / Mac / Flash / HTML5 / Radioactive-Decay: Day 3
« on: May 22, 2016, 07:51:20 am »

2
Ask a Question / How to detect actors at certain co-ordinates
« on: March 11, 2016, 05:52:49 pm »
I have the following idea;

1) The player controls an enemy who uses different weapons such as shotguns and smgs, etc.

2) Enemies further away obviously take damage

3) The way I have it set up at the moment is as thus. There is a certain chance of hitting an enemy at max range, with the difference closer on a linear scale. This means if the chance at 800 units is 50%, 400 units will be 75% and so forth. Then the game runs a random float between 0.0 and 1.0. If the float is greater than the chance, it's a miss, otherwise it's a hit.

4) There are a few problems with this. First enemy size does not account for damage dealt. an elephant-sized enemy is just as hard to hit as a rat-sized one

5) Second,  it doesn't account for whether you get a direct hit, or  just skim an enemy. Worse, if you slightly miss, you do nothing instead of slight damage

6) Third, any enemies next to the target take no damage, even it they should be close enough to be hit.

Is there a way to tell if an actor/enemy exists at a point, or as an alternative, is there a way to tell how much percent of an actor is in an area?

3
Suggestion Archives / Draw to screen space
« on: August 05, 2015, 04:26:03 pm »
I'm sick of trying to draw on a moving screen and having to use work-arounds for a simple system.  Why can't I just draw a simple line between two actors without having to faff about?


EDIT: There's also the fact that if you set an actor's x and y in a scene events, it uses scene space, but drawing uses screen space for no apparent reason

4
Ask a Question / Rotating platform you can hop on and off
« on: July 29, 2015, 06:54:50 am »
I've been struggling with this, and would appreciate some help



Basically, it's a rotating platform that the player must hop onto, then ride to the other end and hop off. They are allowed to move to the centre if they choose.

I had it almost working, except the player was locked to the platforms rotation

5
Windows / Mac / Flash / HTML5 / Radioactive Decay Day 2
« on: July 24, 2015, 12:47:26 pm »

6
Bug Archives / Any idea what's causing this message?
« on: July 05, 2015, 06:24:38 am »
[LOG] [Flash] com.stencyl.Engine#moveActorToLayer(2019): Layer ID: -1 does not exist
[LOG] [Flash] com.stencyl.Engine#moveActorToLayer(2020): Putting actor inside default group
[LOG] [Flash] com.stencyl.Engine#removeActorFromLayer(2001): Layer ID: -1 does not exist
[LOG] [Flash] com.stencyl.Engine#removeActorFromLayer(2002): Assuming default group


On 3.1 btw

7
I would prefer to use swf's for a character over pngs or jpgs

8
Dialog Extension / How do I set actor animations via dialog?
« on: April 04, 2015, 04:47:32 pm »
I want characters to react to dialog, which involves switching their animations. Any help?

9
Ask a Question / Do all sprites need to be the same size?
« on: April 03, 2015, 11:16:31 am »
In order for animations to match up, do all sprites have to be the same size?

10
Ask a Question / How would you make an invisibility 'shimmer' effect?
« on: March 24, 2015, 03:50:22 pm »
Kind of like this






Note, this was for a flash animation, not a game, but I have plans for it

11
Ask a Question / Any plans for bone-based animation
« on: March 15, 2015, 08:06:49 am »
If developers wanted to use such tools as Spine, Spriter, etc.

I know there was a Spine extension in development, but it seems to have gone quiet on that front

12
Ask a Question / Is it possible to have sound/music effects?
« on: March 07, 2015, 06:05:57 am »
And I'm not talking about just adding sounds. I mean a way to alter sounds based on gameplay

At the moment you can have 2 soundtracks play on different channels, and fade from one to the other, but it would be nice to have more options e.g. increase/decrease tempo and pitch, add bass, add static and artifacts etc.

Some good examples

13
Suggestion Archives / Do not select a layer you hide
« on: February 24, 2015, 12:08:23 pm »
My game uses a system which uses tiles to determine a pathfinding route. it uses bright red and blue tiles to determine paths, as as you can imagine, is pretty ugly, which is why I hide it.

However, if you forget to select a different layer before you go back to work, it draws on the hidden layer and reveals it again. This is ridiculous and I'm not sure why it's implemented. Photoshop doesn't do this, neither does flash

14
Bug Archives / Errors when opening game and testing
« on: February 16, 2015, 05:26:40 am »
Get the following upon opening my game

Unexpected problem on thread AWT-EventQueue-0: stencyl.sw.util.Locations.getGameDirectory(Lstencyl/core/lib/Game;)Ljava/lang/String;
java.lang.NoSuchMethodError: stencyl.sw.util.Locations.getGameDirectory(Lstencyl/core/lib/Game;)Ljava/lang/String;
   at DialogExtension.onGameOpened(DialogExtension.java:191)
   at stencyl.sw.actions.Actions.gameOpened(Actions.java:825)
   at stencyl.sw.app.tasks.OpenGameTask$3.run(OpenGameTask.java:285)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)

And the following upon testing, which hangs at Prepping 189 of 193

Unexpected problem on thread AWT-EventQueue-0: java.lang.NullPointerException
java.lang.RuntimeException: java.lang.NullPointerException
   at stencyl.sw.app.tasks.StencylWorker.done(StencylWorker.java:72)
   at stencyl.sw.app.tasks.SaveGameTask.done(SaveGameTask.java:66)
   at javax.swing.SwingWorker$5.run(Unknown Source)
   at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.run(Unknown Source)
   at sun.swing.AccumulativeRunnable.run(Unknown Source)
   at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(Unknown Source)
   at javax.swing.Timer.fireActionPerformed(Unknown Source)
   at javax.swing.Timer$DoPostEvent.run(Unknown Source)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.lang.NullPointerException
   at dialog.data.stores.Styles.getStyles(Styles.java:75)
   at dialog.data.stores.Styles.saveChanges(Styles.java:57)
   at DialogExtension.onGameSave(DialogExtension.java:138)
   at stencyl.sw.app.tasks.SaveGameTask.doInBackground(SaveGameTask.java:56)
   at stencyl.sw.app.tasks.SaveGameTask.doInBackground(SaveGameTask.java:16)
   at javax.swing.SwingWorker$1.call(Unknown Source)
   at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
   at java.util.concurrent.FutureTask.run(Unknown Source)
   at javax.swing.SwingWorker.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

15
Ask a Question / Any plans to add pathfinding?
« on: February 16, 2015, 04:58:12 am »
I know I've asked this before, and I know about the extension, but it's bugging out on me in two significant ways

1) It doesn't always draw an accurate path, causing enemies to try to walk through walls

2) If the player/target is in illegal space,  the game lags to high hell until the enemy is not on screen

Any help appreciated


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