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Messages - Galdon2004

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Ask a Question / Having an issue with jumping on slopes
« on: April 08, 2022, 11:03:15 am »
So, in a platformer I am working on I am using the slopes behavior from the player control set by Luyren. Its the older one since we couldn't get the newer one that lets you build slopes one brick at a time to work. I am finding that there is a new issue though I am encountering.

From what I can tell, if the player character jumps in such a way that they have upwards momentum but moves forward through the line the slope generates, the player will pass though the slope, and fall. I am thinking a tweak to make the slope grab the player regardless of their Y-Speed if they go below the slope's target line would work, but I am not sure what to tweak to cause that to happen, as I don't want to accidentally make it prevent you from jumping instead.

Ask a Question / Re: Making in-game map efficiently
« on: November 09, 2021, 06:32:59 pm »
What I mean though is that by the time I could draw a room with the correct location, size, and walls on the map image, I could with my current system input the values for several rooms. Either way I would only need to do it once, but drawing the whole map as it's own image would take much longer.

Ask a Question / Re: Making in-game map efficiently
« on: November 07, 2021, 01:07:34 pm »
Ah, it looks like it depends on drawing the full map for the code to work from by hand? That seems like it would be more by-hand work than my current system uses.

Ask a Question / Making in-game map efficiently
« on: November 07, 2021, 11:00:04 am »
So, I have been working on designing a minimap for a metroidvania style game. I have it functional now, but it's very inconvenient to work with, as I need to manually, by hand, tell the engine where every room should be.

Currently, I have the game set up so that each map has a list game attribute which holds a value for every room in the map. Each room is associated with one slot in the list, and a value of 0 means it hasn't been found, and a value of 1 means it has. Then, in the map's code, I have an individual if statement for each item in the list in which I, by hand, assign what kind of wall to put on the four sides of the room (no wall, solid wall, or door) then create the room in the location it should be in.

This functions, but it's extremely tedious to put together for each map since I need to manually input a lot of values. I am wondering if there is a more efficient way to do it that requires less by-hand work, without becoming too difficult to work with. I am thinking, for example, creating more lists so I can have the map assemble using a for each loop, but that may end up requiring 7 lists per map which might be a bit much.

Ask a Question / Re: Standalone Slope Management
« on: October 16, 2021, 02:35:05 pm »
Ah, yeah that works. Thanks.

Ask a Question / Re: Standalone Slope Management
« on: October 16, 2021, 11:22:15 am »
Yeah, that is what I used before, but the actor for one of my character's forms breaks it. They have a down thrust attack that has some animation that goes below the feet when landing, so the bottom of the actor is not the bottom of their hitbox. This causes them to walk right through the slope rather than following it, and you have to jump to get the bottom of the actor to connect, which causes them to walk along the slope in mid-air.

Ask a Question / Standalone Slope Management
« on: October 16, 2021, 12:52:02 am »
So a while back I had asked about slope management and was recommended using a behavior that was part of a bundle.

It worked at the time, but as I have built more to the game, I have found that it no longer works; the issue appears to be that one of the protagonist's forms has an animation that goes below the feet so the bottom of the collision box is no longer the bottom of the actor and that messes it all up.

So, I am now looking to figure out a solution to have sloped tiles work using a standalone behavior coded from blocks rather than being a part of a bundled system that I cannot tweak easily. There are three challenges it seems like I need to overcome; stopping the player from being slowed upon touching a slope, ensuring the player does not "hop off" the top of the slope, and ensuring the player stays *on* the slope when running down the slope.

I am thinking that I can do the slope detection for running up the slope with tile data and tweak the physics for it until it seems right, but while that may work for going up the slope, I'm not sure what I might try to do for going down, as the actor flies straight off the slope and does not stay in contact with it to detect it's presence.  Any advice, tips, or guidance would be greatly appreciated.

Ask a Question / Out of memory yet again B10814
« on: September 28, 2021, 08:58:25 pm »
So, I just got a new computer so I'm having to get set back up again. This new version of the stencyl beta though has abandoned the batch file that lets you access more memory, causing the game to fail when hitting 8gb memory again. The new batch file is far more complicated and seems to have a "max memory" line similar to the line that normally increases the memory limit, but it does not work; replacing this line with the line from the old batch file does not work either.

I cannot work until this is solved, so is anyone able to help with this issue?

Ask a Question / Using Atlas without long wait times between scenes
« on: June 09, 2021, 08:07:16 pm »
Hey everyone,

So, some of my projects are starting to get sort of "up there" in memory usage, and are starting to demand enough RAM that it is causing images to fail to load; or at least from my research this is what causes the issue of black boxes appearing in place of actors.

I tried splitting my files into different atlases to help reduce how much needs to be loaded at once; but this seems to have had the effect of adding long waiting times between screen transitions when switching to a scene using a different atlas.  I am wondering if there are any "best practices" tips for atlases that are not mentioned in the stencylpedia, or other tricks that I can use to reduce RAM usage while minimizing load times between scenes.

Any advice would be useful, as I want my projects to be accessible on as many systems as possible, and not just particularly high end PCs. xD

Ask a Question / Re: Giant number managemnet
« on: October 12, 2020, 07:13:50 am »
Yeah, I haven't been using lists or maps either. Is there a list of every type of block that converts to integer? I'm pretty sure I've avoided all of them that I know about, but it seems like somewhere above the quadrillions causes overflows in my code.

I unfortunately don't know how to make an extension.

Ask a Question / Re: Giant number managemnet
« on: October 11, 2020, 09:14:45 pm »
Yeah, i've used the numbers as floats, and avoided using operations which would lead to them being turned into integers. I just checked my preview code and it does not have anywhere in it in the main behaviors that use the variable. When they were integers they would overflow in the billions, avoiding things that turn them into integers let them go up into the quadrillions, but they overflow far, far from the 10^308 I keep hearing about...

Ask a Question / Re: Giant number managemnet
« on: October 11, 2020, 08:46:33 pm »
How do I do that? I had previously been avoiding letting the number become an integer which overflows much lower than the quadrillions, but if there is a way to raise it's limit, I don't know what it is.

Ask a Question / Giant number managemnet
« on: October 11, 2020, 04:12:56 pm »
So, one of my projects has rather large numbers. I made some overly complicated code to work past the limit of the engine, which overflows somewhere between the quadrillions and quintillions.

I have tried to work around this by making one variable which is "normal" then a second variable which that one rolls up into which counts "quadrillions of the previous variable"  Unfortunately, the method I've used is very clumbsy, buggy, and difficult to work with, changing something which would ordinarily be a few lines of code into a bit of a mess; if statements to check which variables are being used in a calculation, and then doing all the math involved multiple times for each instance. This unfortunately makes every instance of using the main resource very complex, prone to errors, and tedious to update.

I am wondering if anyone has worked with extremely large numbers and knows of a more elegant solution to this issue than what I am currently using.

Ask a Question / Re: Endless "Must install Android SDK" loop
« on: September 11, 2020, 06:37:04 am »
I have about 20gb of ram available, so I can't be running out of memory on my computer it's self. So, if it is a memory issue then it'd be stencyl it's self not having enough memory. But since the upgrade to 64 bit the trick to manually increase memory with a bat file doesn't work...

Ask a Question / Re: Endless "Must install Android SDK" loop
« on: September 10, 2020, 09:06:07 pm »
Well I managed to get it to proceed from there; I needed a different version of the JDK. But now I got a compile error while trying to export the game. I clipped the end of the log and will attach that.

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