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Messages - Luyren

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31
Ask a Question / Re: Angry Birds-esque "stars" system
« on: November 21, 2021, 07:13:53 am »
You already have a code for the stars in your last screenshot, so what's the problem? If you have trouble saving that data for each level, use a list game attribute. https://www.stencyl.com/help/view/lists/
Store in different indexes for each level, and only store your current value if it is greater than the value on the list (of if the list doesn't have that index).

And with that list you can draw the stars wherever you want.

32
Ask a Question / Re: "Ready Set Go!" How to
« on: November 14, 2021, 06:18:06 pm »
This covers all your drawing needs: https://youtu.be/diMrZg95Oqw
You can use manual timers in a scene behavior if you want to count the time while it is paused: https://youtu.be/8A3mmm32l6g

A better option is to disable all the behaviors of your player actor during the countdown, or include checks that only allow the code in your key presses to execute after your start timer is completed, instead of pausing/unpausing.

33
Ask a Question / Re: How to register single click to cause code to run?
« on: November 09, 2021, 04:04:37 am »
Same thing. Drawing your value and increasing your value are two different things, handled by two different events.

34
Ask a Question / Re: How to register single click to cause code to run?
« on: November 09, 2021, 03:16:32 am »
Remove your "mouse is pressed on self" from the drawing event.
Use a mouse event that only changes your game attribute.

35
Ask a Question / Re: html5 game reloaded problem on mobile
« on: November 07, 2021, 05:26:32 pm »
Game optimization depends on a lof of elements. The only general tip I can give is removing all the unneeded scales. I'd recommend you try other HTML5 games on that browser and check if the issue still happens, and in other browsers if possible. The issue could be on the browser you are using (which would need to be investigated) or on how your website is serving the game.

36
Ask a Question / Re: Making in-game map efficiently
« on: November 07, 2021, 02:20:30 pm »
You design and create your complete map image only once, the code handles the rest, provided you configure the menu/mini-map layout. The only thing you need to setup per scene is the first map cell that scene corresponds to. It is extremelly less time consuming than your current approach, and given that you are creating actors for each explored room, it is less resource intensive as well.

37
Ask a Question / Re: Making in-game map efficiently
« on: November 07, 2021, 11:47:36 am »
https://luyren.itch.io/luyrens-map-system
Here is my implementation, if you want to use it or learn from it. The documentation file should help you understand it either way.

38
Ask a Question / Re: Drawing Text - How to specify when to draw?
« on: October 31, 2021, 09:19:53 am »
Do you mean you don't understand attributes in general?
Here is the Stencylpedia article on attributes: https://www.stencyl.com/help/view/attributes/
Here is my video on attributes: https://youtu.be/R7CB7xwoLyo

I mentioned in the "Basics" part of the video near the beginning that When Drawing executes every visual frame. At 60 fps, that's 60 times per second.
Use only one When Drawing event per behavior.
Use more text drawing blocks if you want more text or more drawings.
Use if blocks with the appropriate conditions to limit which ones are drawing.
In the case of your button, draw the attribute for your counter.

And regarding the speed of the first video, you can pause it, rewind it and watch as many times as you need. I cannot do more than that.

39
https://luyren.itch.io/luyrens-rpg-elements-resource-pack
This resource pack includes a behavior called Resize Menu Windows. When you attach it to your actor, you can use the behavior's custom block to resize an image using the 9-slice method to any width/height you want without distortion on the cornes. There's a pdf file explaining how to use it.

If you want to learn about images, I explain about it here: https://youtu.be/aAghaRSgY3o
You can achieve what you want by combining different images yourself.

Regardless of which one you chose, this only resizes the image though. You'd still have to scale the actor to the appropriate width and height if you want collision for it, which can be done with a regular block.

40
Ask a Question / Re: Drawing Text - How to specify when to draw?
« on: October 30, 2021, 06:07:27 am »
https://youtu.be/diMrZg95Oqw
This video explains in-depth how to use the drawing blocks.

41
Ask a Question / Re: Normalizing movement on slopes
« on: October 27, 2021, 04:07:52 pm »
https://youtu.be/e6vwZDSLxXg
This video explains what you need for the most basic ground detection. The points you are checking shouldn't really be needed.

42
Ask a Question / Re: Normalizing movement on slopes
« on: October 27, 2021, 06:07:12 am »
https://luyren.itch.io/
In the Utility Pack contained here, there is the "On Ground" behavior, which has an option to "estabilize" actors on solid slopes. This should work as is without alterations to your own code, simply by attaching it to your actors and checking the slope option, or you can open the behaviors and see how it is done, as it has comment blocks showing the purpose of different parts of it.

43
Ask a Question / Re: Standalone Slope Management
« on: October 16, 2021, 02:23:47 pm »
One of the behaviors from that pack involved in this whole process let's you customize the "bottom" of the actor for each animation individually when standing on semi-solids (which in this case would include the slopes), that could solve it if I understood it correctly. Just to be on the safe side: one thing you have to make sure regardless of what approach you use, is that all the animations for your actor should have the same dimensions.

44
Ask a Question / Re: Standalone Slope Management
« on: October 16, 2021, 10:13:41 am »
My utility pack can handle slopes with semi-solids. That bypasses the physics quirks and completly avoids the hop going above ledges. You can use it or try to learn how to do it from them.

45
Ask a Question / Re: Out of memory yet again B10814
« on: September 29, 2021, 03:09:27 pm »
Quote
If you're using the latest private build, you don't want to use any of the old batch files
The default memory limit is 4GB. If you want more than that, you can edit the
Code: [Select]
Stencyl-windows.bat file, and find
Code: [Select]
set "_MAX_MEM_=4096"Change that to however many MB you want.
From a discussion in the Discord server on the subject.

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