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Topics - sharding757

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Ask a Question / building a video player
« on: January 05, 2017, 05:17:40 pm »
I plan on adding video (Mp4 or FLV depends on what is supported in the answer) to my guitar learning app.  but I  need the video to reside locally on the device rather than be streamed from the web.  Is this a possibility using stencyl?  Would I have to learn haxe and make one for stencyl? Can someone point me in which direction I need to go to accomplish this task?  I don't wind up researching and learning the wrong thing?  Thanks. 

Ask a Question / Downloading newer Android SDK
« on: December 29, 2016, 03:03:57 pm »
Ive been successful in sending to android devices with version 4.1.2.  Now I have a new android device that contains version 5.1.1  Stencyl says to upgrade my android SDK to build for anything bewer than api 16.  Ive reinstalled the android SDK from the debug menu.  It downloads 6 zipfiles and installs them.  after restarting Stencyl, I am still told to install a newer SDK.  Am I doing something wrong?  Apparently downloading it directly from google requires that you download android studio which I have.   Ive managed to download the sdk, but now I just get an error.  Ive posted the Logfile.  I'm tying to write to a iRulu tablet.

Ask a Question / Displaying the Game version to the user
« on: December 27, 2016, 08:46:18 am »
Ive searched but alas there is more pertaining to release versions of stencyl than I can count.  Is there a way to call for the version of the app and assign it to a variable so It can be seen in a setup menu?  Thanks

Currently I'm making a behavior to attach to actors in a menu driven style,  If i create a behavior that starts with "IF mouse is over self" execute the following....  Which works very nicely to display help text over actors.  Now If i create another Behavior to trigger something such as creating an actor at x & y during a mouse click on an actor for instance a button, it does not work.  Nothing happens.  why is this?  Is there something that I am missing here?  Here is an example.  The mouse over portion works and prints the text to the screen, but the actor is not created when the actor is clicked on.  I'm also using the latest version of Stencyl. 

Ask a Question / Help with Logical Lighting Effects
« on: June 23, 2015, 08:13:13 pm »
In my top down RPG, I have to be able to hide rooms in darkness that are behind walls.  Meaning if you are behind a wall, everything on the other side is dark unless...   A:  There is a visible opening in the room that is seen on the screen then the room is able to be seen(like a floodfill in photoshop but instead with light), B: A door to the room is opened, C:  you are right next to a window that illuminates whats on the other side.  I drew up this little idea on paper to better illustrate what I'm trying to achieve.  Notice in the example, the room below the player is in total darkness, however if the player moves one tile to the right, there is an opening in the wall that allows the rest of the room to be seen.  Also notice although the player is two tiles from the window of the eastward room, nothing can be seen unless he stands right next to the window.   The camera is centered on the player so he is set in the middle of the screen at all times.   I've searched for lighting tutorials and such but rather than map out every room to either use black tiles and switches on places next to windows and doorways to illuminate rooms, what would be a good way to think about doing this with some sort of lighting engine logic to remove black tiles and replace them as necessary?  My head hurts from trying to figure out what kind of logic to create in order to do this.  Perhaps some new eyes and ideas on this situation could help.  Im sure I could mark the xy of the open tiles for the lower building that if they are visible (within the 11x11 screen) to remove the darkness but that would have to be coded into every new building/room.  If I were to make one change, id constantly be updating the code.  Again any ideas would help.  Links to other resources are welcome as well.  Thank you in Advance.

In testing an NPC (Blacksmith), I have him set to walk using special animations (walking with hot metal in tongs) until Y becomes a certain point, then changing animations to walk right and so forth.  Everything works fine until I reach the last animation where he is standing stationary (at X480 and this has been verified).  It shows the first animation frame but stays stopped at that frame.  I've tried many other approaches and am stumped.  I would have thought something simple such as set X speed to 0 and change animation (beating on an anvil) would be relatively simple.  Any Ideas?  Here's the code. 

In my turn based game, each press of the directional key moves the player +/-32 X or Y.  All the tiles including the actors are 32x32.  I have a game attribute that saves the previous position and derates the X or Yspeed to 0 upon reaching 32 pix from the initial starting point.  The movement appears to be fine.  However if i have a 32x32 doorway and walls on each side, i cant pass through it unless I change the collision properties of the actor to X position=1, Y Position= 1 Width=31 and Height=31.  The only problem with this is it will throw off the grid based movement by one every time you collide with an object.  Since all my tiles are 32 by 32 and using either just a 32x32 collision box or nothing at all (for floors and such) I was relying on the stencyl's collision engine to stop the player since all my tiles are the same.  Just for testing purposes I start the player at X320xY224 and snap to grid was on when creating the test level

Completed / Stencyl Suggestions
« on: May 24, 2015, 06:12:01 am »
I dont know if this has ever been suggested but I think it could be a nice idea to be able to label comments on the Stencyl Code events section.  For instance be able to draw a square around a certain code block and have a short comment attached such as "*check players health".  Kind of the same thing in regular coding with the *\ or \\.  or have it at the start of the code a line above.   Just a thought.

with the creation my top down rpg, I have very few behaviors as since im just working on the graphics and everything else bit by bit.  im just placing things in the game world, setting x and y pos of the player, and moving around to get the the feel of things.  I have a wall tile in my tile set that the player can walk through.  The player actually walks through everything.  The wall is not an actor.  It does have a yellow square box around it.  In debug mode the wall shows up as a green border.  The floor in the room does not have a yellow box so the player can walk on it. 
1.  Each animation for the player has a yellow collision box around it and it is assigned to the player group under collisions.  it is not set as a sensor
2.  under physics for the player, it is set to normal (under type), can rotate is "off" and gravity is "off"
3.  under Advanced; mode is set to "normal", auto scale is "off", continuous collisions is set to "on".  Can be paused is set to "yes"
4. Dampening, heaviness all are defaults either 0 or 1.
5.   under game settings, collision groups "players" the "tiles" button is green. 
6.  under the "Tile group", "Players" is marked green.
Ive changed many things trying to get this to work(changed them back as well).  My only assumption is because im using "slide" to move my character, I would have to set up each and every collision manually?   The player simply walks right through everything.  I'm at a loss, I have researched all over the web, and in here.  Any ideas?

In my game I'd like to upon the start of a new game, be able to create a character simply by questions such as name, class, race etc.  have the randomized skill numbers made and then move those variables to the actor that was selected.  How do you set one group of variables to another? Let's say I have a wizard actor and a knight actor. During the character creation process he picks wizard for the class, types his name and  the stats are made. How do I port these values to the wizard actor upon the creation of the actor on the screen?  I know you can possibly ask that question first and then call up the wizard actor then fill in the blanks. Just trying to follow how stencyl handles these things or will I need to write code such as c_stats_str=playerwizard_str to move a strength attribute during the creation process to the strength attribute for the wizard when it is drawn?

I'm writing a top down tile based 80's style game, and im looking to move the actor 32 pixels upon each directional keypress.  I've succeeded in either A) making it teleport 32 pixels away or B) start moving in the direction and not stopping.  if I use the 4 way behavior and hold down the directional key using the animations it works great and fluid like but allows you to stop on any pixel in distance.  i simply am looking to make the actor for instance walk up using the animation from the current position to 32 pixels away in one key press.  Not teleport per se.  I can not watch videos since i am limited on internet but am willing to check out any sites or tutorials anyone could offer. 

Ask a Question / camera follow question.
« on: April 29, 2015, 08:29:07 pm »
Let's say on a 640x400 screen i wanted to set the actor to always be at x=6 and y=6 since my view screen will be on the left which is 11x11 tiles. He needs to stay in the middle of that but have the rest of the world scroll as he walks. Stats and other info will be on the right which will hide anything until it comes into view in the view screen. How would i accomplish this? I have it already following the actor in the center of the screen. I just need to set it to fit in the center of the GUI view port.   Im trying to give the RPG an Ultima V feel such as this in the image.  I'm new at Stencyl and have been looking over this in both the Pedia and such.  Maybe i'm just not seeing something that is evident. 

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