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Messages - Luyren

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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:
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.

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

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

Ask a Question / Re: Normalizing movement on slopes
« on: October 27, 2021, 06:07:12 am »
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.

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.

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.

Ask a Question / Re: Out of memory yet again B10814
« on: September 29, 2021, 03:09:27 pm »
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.

Shared Resources / Luyren's Bézier Curve
« on: September 13, 2021, 07:01:04 am »
Luyren's Bézier Curve is a resource pack that enables you to add bézier curves to your games. Bézier curves are curves defined by control points, which can be used to move actors, move images, or create graphs of data points that can be exported, for example to make a status progression in my RPG Elements Pack.

  • With the Bezier Curve behavior, you have access to custom blocks to create curves at runtime, or call preset curves customized in the behavior, and can move actors along these curves. You can also create your own interpolation methods for actor movement. A robust build mode allows you to create the curves within Stencyl itself, and use the generated values to whatever you might need.
  • With the Move Images Along Curve behavior, all the movement along bézier curves can be applied to image instances attached to a layer.
  • Chain together several preset curves to make complex movement for your actors.

A comprehensive documentation file is included, with use cases and example code, as well as a sample game where you can see this pack in action. For more information about bézier curves, check the video "The Beauty of Bézier Curves" by Freya Homlér, which inspired and gave me the knowledge to create this resource pack.

Bézier curves have a wide range of uses, and I can't possibly list them all here. Experiment, play around, and you might find how they can add to your games.

This is compatible with all my other resource packs.

Download it here

Happy Sencyling!

Ask a Question / Re: Help with errors
« on: September 08, 2021, 04:53:14 pm »
You posted in the forums instead of a private message, unsure if that's your intention. Either way, explain your issue in this thread, post screenshots of your attempted code and what is happening, and people might be able to help.

Sorry I didn’t attach a screenshot, there’re a whole lot of things unrelated to the question going on in that behavior and I didn’t want to overwhelm people.
 I did find a solution though, and it took way longer than it should’ve had to come up with it I’ll put it here for anyone who may end up going through the same issue..

When Updating
 If ((current animation for self) = (AttackR) or (current animation for self) = (AttackL)
  Set duration of frame (current frame) to (AttackSpeed)
Might not affect your specific case, but beware that changing the duration of a frame is permanent. Even if you switch animations, the actor will still have that frame duration with the value you set.


Applies to the current frame.

You might be better off constantly setting to the same frame, and advance the frame through a number attribute on your own terms. Unless you provide a screenshot of your attempted code and describe what is happening with that code, it's hard to make specific suggestions.

Ask a Question / Re: Player getting stuck behind code-generated tiles
« on: August 04, 2021, 05:48:26 am »
Hello, I have a problem where my player character, when running across a straight row of tiles created by the code I have written, get's stuck behind "invisible walls" at the edges of the tiles. This also happen when sliding off a column of code-generated tiles.
This does not happen with tiles I have put into the scene in the scene-editor.  I assume this is because the scene automatically gives a single collision box for the pre-arranged tiles, but the code-generated ones have imperfect collision boxes, leading to the player getting stuck?
I have tried dozens of solutions, none of them have worked. Is there a solution to this at all or do I need to move onto another platform?
Tiles placed at runtime are not combined like tiles placed in the scene designer. You can try rounding the corners of your actor's collision boxes.

Alternatively, my Player Control behavior has support for semi-solid platforms that can be chained together, so that's a possible solution, you'd just use actors instead of tiles when you create your terrain through code. You can get it in this link, and there is a video tutorial in this same page:

Ask a Question / Re: draw circles from x y of actor to x y of mouse
« on: July 31, 2021, 07:55:29 am »
You can use a line equation between your two points, then use a loop block with the number of circles you want between the points and draw them. For the angle, use the atan2 block between the two points, and power could be something based on the pythagorean theorem.

In my Combat Pack, including in the demo version, there's a behavior called Raycast that does something like the circle drawing in its debugging options, if you want to take a look how the code can look:

And I'll just leave this here in case there are any issues related to positioning and spacing when drawing:

Video on manual timers:
Use a manual timer that increments when the control is held down. Once it reaches your desired time to start the fast values, start another manual timer to increment your desired value by 5 or 10 or whatever you want. Reset all timers when the key is released.

That is intended, anchored actors go to the HUD layer, above everything. For a background that moves with the camera, creat it as an actual Background (a resource type), make it non repeating, or if you want it to repeat, give it a parallax scrollfactor of 1.

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