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Topics - ozz

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Ask a Question / How much memeory can I use per Scene?
« on: June 18, 2020, 07:44:24 am »
I'm looking to keep my games from crashing between scenes, so far no problems, but what should I be aiming for per scene to keep the game stable?  is 100MB per scene safe, what about 200MB?

Ask a Question / HUD Question (Empty Bar)
« on: May 09, 2020, 08:34:57 am »
So I'm making a bar to track the player's Stamina and I'm drawing it as a filled rectangle, but I want to make it more visible when the bar is low by having the empty part of the bar in black.  So what is the best way to do it without just having two overlapping drawings?

We have a behavior that does what it needs to, but requires fine tuning that is beyond our skill.  It shouldn't take very long, it's mostly a complex math issue but it will require knowledge of Stencyl.  I can offer $50 plus your name in the credits.

Ask a Question / Failed to compile to Windows after Updating to 4.2
« on: January 09, 2020, 10:36:36 am »
  After installing 4.2 from 4 my game won't test in Windows or Cppia any more.  It still tests in Flash and HTML5 and nothing else is broken.  I've already restarted the computer and added this version of Stencyl as an exception to  Windows (Win 10 doesn't seem to like Stencyl).  What's keeping it from compiling?

2020-01-09 12:28:42,033 ERROR [pool-1-thread-2] Failed: Running Standalone (windows). (Return code: 1)
2020-01-09 12:28:42,033 ERROR [pool-1-thread-2] stencyl.sw.util.dg.MessageDialog: Encountered errors while building your game.: Check your logs and post them to the forums.  - Please describe what you have been doing. Be as specific as possible.

Ask a Question / System Requirements of my Game
« on: August 08, 2019, 08:20:30 am »
Is there a program that can tell me what the minimum/recommend systems specks are for my game?

Ask a Question / Crashing on Screen Trasition
« on: August 05, 2019, 08:39:21 am »
One of my player reported a glitch I can't get to happen.  It seems to be crashing on screen transitions, it also appears to not be the same Transition/scene doing it.  Sometimes the next scene loads fine, other times it crashes the game.  I did have this happen occasionally when building the game but using the Atlas system to assign assets only to scenes they appear in seems to have fixed it on my end and for most players.  I really want to fix this, but I can’t figure out what might be causing it and I can’t post the logs here because I There are no logs to post because I can't recreate the glitch any more. 

  Are there any common causing of stencyl built games crashing on screen transitions that I can look through or anything I can do to make it less likely?

Ask a Question / Smoother Switching
« on: January 19, 2019, 04:24:42 pm »
I've been developing a large scale game and I've noticed the transitions sometimes feel a little choppy between scenes.  I've included a sample of my scene changing code(it's more or less the same for every switch).  Is there a way to make switching smoother when each scene is around a GB in size?

Ask a Question / The Latest Windows Update Causing Problems?
« on: December 07, 2017, 08:41:19 am »
After the latest update was done installing my game tests(Cppia and Windows) were brimming with errors that I've not seen in ages.  Black boxes replacing frames of animation, menus turning invisible and inexplicable crashes in scenes that have never had issues. Has any one else having issues after the update?

Ask a Question / Random Integer Causing Lag (coin explosion)
« on: December 03, 2017, 12:27:39 pm »
I got a bit of code(I included it in an image) the makes coins fly randomly from defeated enemies in exactly the way I wanted, but when there are a few dozen coins created it can slow the game down for a second.  Is there any what to get the same effect without the slowdown when a large number are created?

Ask a Question / Can I Switch animations differently?
« on: November 18, 2017, 05:56:13 am »
Is there any way to apply effects to an animation switch, like blurring?  I ask because I'm trying to set up an actor which has a number of vaguely related actions that they switch between randomly, but because animations just switch out it has resulted in jerky movement, and while that is what I'm going for to a degree, I'd like to smooth it out so it's more cartoony and less creepy.

Chit-Chat / Do you prefer tight controls?
« on: November 01, 2017, 07:37:30 am »
I was playing a number of Sidescrolle/Platformers for reference and I noticed many of the popular examples (Mario, Sonic, etc) have a looser movement system, having a bit of slide after you let go of the Dpad and even jumping physics that can be more dependent on momentum them modern Platformers.  So my though is, what do you prefer?

Tight movement controls (dead stop when buttons are released)
Loose controls (a bit of momentum and sliding)

I'm trying to keep my actor from topping over, but the actor seems to prefer falling over(and often through the floor) when I add rotation, even on flat ground.  Is there any way to make the actor favor the angle of the ground as  I'm not shooting for 0 as much as feet on the ground, even when that ground is at an angle

Ask a Question / Does anyone know how to use the Steamworks SDK?
« on: June 20, 2017, 01:23:38 pm »
My game Got on Steam, but I'm having trouble figuring out how to get a Stencyl game working with the Steamworks SDK.  Has any one done this before and or point me to some good tutorials?

Ask a Question / Minimum System Requirements (Win)?
« on: June 12, 2017, 09:46:12 am »
I just realized I'm not sure what the Minimum System Requirements would be for a Stencyl game.  Not just the OS, but hardware, Direct X, etc?

I add controller support to my game and I've come across a perplexing snag.  While the movement works as intended with WASD and the D-Pad/Hat equally well, using the same movement code with the analog stick creates issues.  The worst of which is that sometimes the Player Character keeps moving when the analog stick is released, like an unwanted auto run feature.  I've test this with several controls, inducing a new out of the box one and the results are identical. 

So how so I adjust my behaviors to compassionate for how an analog is different from those other inputs?

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