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Messages - Crovaxus17

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Ask a Question / Re: [HELP PLEASE] Spawning an Actor
« on: October 25, 2018, 09:29:02 am »
Here is a suggestion:
If I understand you correctly, you want the player to start the game in a random spot when the game is first loaded, but then spawn in regular predictable locations (like depending on what direction or previous location the player entered the scene from or something) all other times, right? Well, you could use a global boolean variable, like "firstTime" or something that starts out true. When the game first loads, if firstTime = T, move the player to a random spot and set firstTime to F. If it really is just the randomizing code in the creation block that is causing the error, this would work around that. And actually, you could probably use a similar technique if there are other times than the beginning of the game that you want the player's spawn location to be random: whenever you want that to happen, you just set the global variable to true before switching to the next scene. Does that help?

Ask a Question / Re: HTML5 problem...
« on: October 25, 2018, 05:25:14 am »
So, after a bunch of testing and learning how to use the browser debug console better, I found some error messages. It turned out to be something to do with some of my behaviors setting an Actor variable in another actor's behavior. So actor instance A would set the actor variable for actor instance B's behavior to "self"––that is, actor A. (I attached an image of the code block to this message.) For some reason, even though this behavior worked perfectly on Flash and MacOS testing, html5 couldn't handle it. And since Flash and MacOS are currently broken for me, I would really like to shift my game to html5. Anyway, I figured out a fix, but I am not happy with it. Basically, the only actor this feature really matters for is the player, so I can set the actor variable I need with the "for each actor of group" block; since there is only ever one player actor in the scene, it works. But it feels clunky and inefficient to me. If anyone has any idea why this kind of behavior would work on Flash and OS but not html5, I'd like to know; or if there is some better way to make it work on html5.

Ask a Question / Re: Newest Xcode version seems to have broken Stencyl?
« on: October 25, 2018, 05:13:02 am »
Okay. Thanks for the info. I hope it works out for you, and that they work out these bugs.

Ask a Question / Re: Newest Xcode version seems to have broken Stencyl?
« on: October 20, 2018, 08:46:23 am »
I have been having the same problem mentioned at the start of this thread:
I am using the latest 3.4 version of Stencyl, and after updating to Xcode 10.0 yesterday I get an error saying #include <typeinfo> and [haxelib] /Applications/Stencyl/plaf/haxe/lib/hxcpp/hxcpp/include/hxcpp.h:17:13: fatal error: 'typeinfo' file not found when compiling for Mac. Tried Cppia as well, that runs for a while but crashes consistently at certain points – unsure what exactly is causing it to crash.

I get the exact same error message in my logs. But I do not have 3.5, and at the moment it is not really economical for me to upgrade just to get access to the beta (I was hoping to put it off until later in my game's development). Is there any way to fix this issue with Stencyl 3.4 and Xcode10? (I am using OSX 10.14 Mojave, if that is significant....)

Ask a Question / Re: HTML5 problem...
« on: October 17, 2018, 07:59:02 am »
Unfortunately, I cannot make a working html5 version. I also get an error when I try to make an executable in html5 :(

Ask a Question / Re: HTML5 problem...
« on: October 14, 2018, 10:20:08 am »
Not that I can see. But it is a LOT of code, and I am not sure what I am looking for. There is nothing that is obviously marked "error"...

Ask a Question / Re: Cannot test game, throws error on Flash and MacOS
« on: October 14, 2018, 10:02:13 am »
Yeah, I knew about that problem from before, so I tried that right away. It seems to be something else. And the error message I get is really weird, since it just says "cannot be opened" without any other explanation or anything...

Ask a Question / HTML5 problem...
« on: October 12, 2018, 04:44:53 pm »
So I've been having a problem with running my game on html5 (I am not a subscriber, so I only have the html5 beta on 3.4). After only a couple of scenes into the game,  I get a blank black screen. When I run logs I get this sort of thing (many lines of it):

Level:     ERROR
When:      2018-10-12 19:36:12:068
From:      stencyl.sw.editors.snippet.designer.codebuilder.xml.XMLParser

Can't load definition: set-val-78-2

Level:     ERROR
When:      2018-10-12 19:36:12:068
From:      stencyl.sw.editors.snippet.designer.codebuilder.xml.XMLParser

Can't load definition: get-val-78-2

Level:     ERROR
When:      2018-10-12 19:36:12:059
From:      stencyl.sw.editors.snippet.designer.codebuilder.xml.XMLParser

Can't load definition: get-game-val-85

Level:     WARN
When:      2018-10-12 19:36:08:357
From:      stencyl.sw.util.Util

Could not parse "". Defaulting to: 0.0. stencyl.core.engine.snippet.IVariable.getRealValue (line: 251)

I am not sure if these errors are causing the problem since the game is not actually crashing or anything, but they are the only problem I can find. Any ideas what I am doing wrong?

Ask a Question / Re: Cannot test game, throws error on Flash and MacOS
« on: October 12, 2018, 12:14:35 pm »
Well, it seems like my computer will no longer run any legacy version of Stencyl... I get a generic error message that says "The application 'Stencyl' cannot be opened." :(

Any other suggestions?

Ask a Question / Re: Cannot test game, throws error on Flash and MacOS
« on: October 12, 2018, 11:40:26 am »
Thank you. I'll try an older version (I think I have the newest official release) to see if that makes a difference.

Ask a Question / Cannot test game, throws error on Flash and MacOS
« on: October 11, 2018, 08:37:24 pm »
I recently upgraded to the latest MacOS and now I cannot test my games on Flash or on Mac. I saw the thread about the "corrupted newgrounds.swf" error, which is what I get when I try to run on Flash... but why can't I build the Mac app either?

It seems my game can be run on HTML5, but for some reason it has always been really buggy on that format, like some crucial scenes in my game (which work perfectly on other formats) are just blank screens... I always figured this was a function of the HTML5 material being in beta and (I hoped) it would be fixed for the official release.

So I guess I have two questions: 1) why is my game not building? (see log attached, just for Mac since I think the flash error is the one discussed in the other post) and 2) Are there any specific things I am supposed to be doing differently to make my game work on HTML5? Any help is much appreciated!

Journals / Re: When I was a Kid - Journal
« on: January 11, 2018, 08:10:09 am »
Hey, I tried the demo, and I love the style. I also like the way the challenges progress. If I may make some suggestions:

Maybe add some FX to indicate important events; for example, some kind of lens flare or hit effect when the player hits one of those ghost orbs, and maybe a color change or particle effect when the player is in the mushrooms that slow him down.

Also, I got stuck in the level with the rotating platforms; the third jump just felt a hair too far; I fell on it about a dozen times then gave up (of course, you might intend for the game to be really hard, but I kind of think there is plenty of challenge for this early in the game – assuming this is still intended to be the very first level.) Also, since you say your main intention is to tell a story, it is probably a good idea to avoid frustrating players, especially early on before they understand what is going on in the narrative so they get hooked.

All that said, your platformer is way better and more refined the one I'm working on, so take my suggestions with a grain of salt. Great work, especially with the minimalist art. Cheers!

Journals / Re: Samurai Action Platformer – Playtesting needed!
« on: January 11, 2018, 07:42:50 am »
Okay, so I kind of want to put all our cards on the table. Here are our current ideas that probably would benefit from suggestions and feedback:
1) Multiple versions of the shade enemy, like I mentioned above, that could be combined in different ways and with different environments for unique combat challenges: e.g. short range melee (like the one in the demo), long range melee (maybe with a spear or something), and ranged (with a bow and arrow, perhaps).
2) As an alternative to (1), maybe make the shades more like bosses, so each type would have some unique special power(s) that are hard to avoid to make the fight difficult and interesting; plus, the enemies would get a lot more hit points, and each one would have a particular environment suited to the way it fights (e.g. a foe with several ranged attacks might be in a level with lots of platforms at different heights and maybe some pits to fall into).
3) Adding elements like movable blocks so the player has to solve little puzzles to progress through levels that don't have enemies to fight; we could really use suggestions for more puzzle elements if we are going to go this route; so far we have in mind the destructible blocks, little tunnels to slide through, switches to hit that open doors and activate moving platforms, and large movable blocks; we really want ideas for things that the player can interact with using the abilities he already has, like the sword, the power attack, the wall jump, slide, etc. Ideally these elements would be things that could be combined in lots of different ways to make lots of different puzzles. Any ideas?
4) Ideas for environmental hazards that fit the samurai / Shinto theme of the game (the rough idea as of now is that the enemies are corrupted earth spirits, or maybe the twisted spirits of fallen warriors). The problem we have with this is that plenty of ideas for hazards present themselves, but we are not sure how to make them _feel_ right and be more than just obligatory platformer obstacles.

Thanks, Stencylers!

Journals / Re: AuroSword
« on: January 11, 2018, 07:40:51 am »
That looks good! I'm glad the link was helpful. If I may make a suggestion: I have found that my walk animations often look better if I make the extreme frames a little longer; so the frame where the right leg is fully extended and the frame where the left leg is fully extended could be ~2x as long as the others. This is especially useful, I think, at low res where the only discernible difference between the two legs is the darker color on the hind leg.

Journals / Re: Samurai Action Platformer – Playtesting needed!
« on: January 11, 2018, 07:30:44 am »
Thanks for trying it out. And yeah, we are trying now to envision ways to make the gameplay really stand out and match the mood in an interesting way.

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