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Messages - Luyren

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Store your sequence in a game attribute, and execute based on values in the game attribute. The executed events can be removed from the game attribute, and you can store manual timers instead of using do afters to keep the continuity between scenes.

I don't know. That sort of information may come up sooner in the Stencyl Discord server. I can't say for sure when the next public release will be though.

And on a related note, I did a quick test with Stencyl 4.0.4 and I was able to reproduce it, so it is indeed an issue that has already been fixed in the private builds.

I'm using a private build, as I implied in my post, so that's on me. I'm pretty sure people have been using the grow by -100% to flip actors for a long time now though, so I can't tell what the issue is. All I can say is regarding my experience, that in the private builds, and in the next public build, I cannot reproduce this issue as you described.

I cannot reproduce this issue. If that was indeed a bug, it has been fixed already in the private builds, and will be included in the next public release.

That doesn't exclude the possibility of that being something in your code. Consider testing in a blank game, with only one actor, one scene and nothing else. Also consider targeting "self" instead of targeting a separate actor.

Ask a Question / Re: Creating Attributes in a Behavior
« on: December 24, 2021, 05:08:30 pm »
You'll have to post a screenshot of your code for better help. To my understanding, nothing is automatically converted to anything when added or inserted into a list.

Ask a Question / Re: Web request POST block i can't put the site link
« on: December 18, 2021, 04:03:36 pm »
Can you post a screenshot of the block you have? On my end both GET and POST have fields for URL.

You must set your actor to "cannot be paused" in its settings. My recommendation is to revert back to the actor method, it's less cumbersome.

Your code also needs to replace the second "if" with an "otherwise", otherwise both IFs will work and your game will pause and unpause in the same frame.

Make your code a behavior.
Make a non-hidden actor attribute, and reference that in your code.
When you attach the behavior to your scene, select the non-hidden actor attribute, and select the actor button you placed in the scene designer.

Or, better yet, make this an actor behavior and attach it to your button actor. That way you can reference "self" without attributes.

Ask a Question / Re: Invaders - Increment Block
« on: December 05, 2021, 07:04:16 am »
If "Victory Counter" is a game attribute (purple), those don't fit in the increment block. Use the following:
Code: [Select]
Set Victory Counter to [Victory Counter] + 1

If it's a regular blue attribute, just select it from the dropdown provided in the increment block.

Ask a Question / Re: Can stencyl develop PS4&PS5&XBOX games?
« on: November 30, 2021, 04:31:54 am »
Games for any platform other than PC have to be ported. You can hire someone to do the porting process, and some Stencyl games have been successfully ported to Switch.

Ask a Question / Re: Sharply pushing things away (for Angry Blosics)
« on: November 26, 2021, 06:59:18 pm »
It seems my description was unclear.
Set X to X-center of actor on region minus X-center of self
Do the equivalent on Y.

Ask a Question / Re: Sharply pushing things away (for Angry Blosics)
« on: November 26, 2021, 03:42:42 pm »
Reverse the operation of your "set X" and "set Y" blocks in the updating event, that should do it.
Also, only use one updating event per behavior, that is my recommendation.

Ask a Question / Re: Sharply pushing things away (for Angry Blosics)
« on: November 26, 2021, 05:22:10 am »
If I understood it correctly: don't use negative forces.

Ask a Question / Re: canĀ“t run my game on IOS Device
« on: November 24, 2021, 12:04:10 pm »
Here in the forum, you have access to the subscribers only section. In there you can find a link to download the private builds. Download the most recent one available for your platform, and test again.

And to be safe, make a back up of your game before doing that (File > Export Game).

Ask a Question / Re: Slope issues
« on: November 21, 2021, 05:18:59 pm »
The hop happens because of the physics engine.

The same link for my Utility Pack that I posted in the other thread. Using that, you can make your slopes as semi-solid actors, and the player or any other actor can smoothly move along the semi-solid, as you might be able to see in the sample game.

The 1-2 pixels is most likely because your animations are not all the same size for your actor, and the base of their collision boxes don't match, specially of their on ground and falling animations.

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