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Messages - Tennisers

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1
Ask a Question / unable to save after runtimeexception
« on: September 09, 2022, 11:18:38 pm »
i ran into this when trying to save multiple tilesets without waiting for the previous one to finish saving, now i am unable to save, which is very irritating. since i am unable to save, after closing the file, i am unable to reopen it. i see this same error was posted 7 years ago in the forums. possibly more synchronization around saving could fix this issue?  One thing i notice is after reopening, while all the changes i made are gone, the image preview of the scene is still there, even though the scene is empty.

java.lang.RuntimeException: java.lang.IllegalArgumentException: The given item is not part of this model.
   at stencyl.sw.app.tasks.StencylWorker.done(StencylWorker.java:74)
   at stencyl.sw.app.tasks.SaveGameTask.done(SaveGameTask.java:58)
   at java.desktop/javax.swing.SwingWorker$5.run(Unknown Source)
   at java.desktop/javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.run(Unknown Source)
   at java.desktop/sun.swing.AccumulativeRunnable.run(Unknown Source)
   at java.desktop/javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(Unknown Source)
   at java.desktop/javax.swing.Timer.fireActionPerformed(Unknown Source)
   at java.desktop/javax.swing.Timer$DoPostEvent.run(Unknown Source)
   at java.desktop/java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.desktop/java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.desktop/java.awt.EventQueue$4.run(Unknown Source)
   at java.desktop/java.awt.EventQueue$4.run(Unknown Source)
   at java.base/java.security.AccessController.doPrivileged(Native Method)
   at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.desktop/java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: The given item is not part of this model.
   at com.explodingpixels.macwidgets.SourceListModel.validateItemIsInModel(SourceListModel.java:225)
   at com.explodingpixels.macwidgets.SourceListModel.removeItemFromCategory(SourceListModel.java:146)
   at stencyl.sw.app.center.GameLibrary.refreshFolders(GameLibrary.java:380)
   at stencyl.sw.app.doc.Workspace.onCreateResource(Workspace.java:1050)
   at stencyl.sw.app.doc.Workspace.broadcastEvent(Workspace.java:1001)
   at stencyl.sw.app.doc.Workspace.saveResource(Workspace.java:1880)
   at stencyl.sw.app.doc.Workspace.saveResourceToMemory(Workspace.java:1890)
   at stencyl.sw.io.write.ResourcePackWriter.writeResourcesFile(ResourcePackWriter.java:103)
   at stencyl.sw.io.write.ResourcePackWriter.write(ResourcePackWriter.java:49)
   at stencyl.sw.io.write.MasterWriter.saveGame(MasterWriter.java:89)
   at stencyl.sw.app.tasks.SaveGameTask.doInBackground(SaveGameTask.java:35)
   at stencyl.sw.app.tasks.SaveGameTask.doInBackground(SaveGameTask.java:15)
   at java.desktop/javax.swing.SwingWorker$1.call(Unknown Source)
   at java.base/java.util.concurrent.FutureTask.run(Unknown Source)
   at java.desktop/javax.swing.SwingWorker.run(Unknown Source)
   at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)

2
hi, maybe it's useless for me to post this here because i have a bunch of ugly code to try to fix it, but i'll try to explain
so in this game: http://www.glorioustrainwrecks.com/node/10299
I have a player that's 20x23 and tiles that are 32x32, and when the game map is subdivided into scenes. because of that, when the player goes right or left or up or down out of a scene, they're supposed to maintain the same x position if they're going up or down, and the same y position if they're going right or left, and the same x and y velocities.

this works fine with moving horizontally between scenes, but then when i'm moving up between scenes, at first if i was jumping up and moving horizontally at the same time when next to a wall of tiles, the tiles in the next scene would block me, even if they were aligned properly and eventually i could jump inside the tiles in the next scene. so i tried to fix this by making it so that the position of the player would be increased if they were moving left and changing scenes vertically, and decreased if they were moving right and changing scenes vertically. 

again, maybe this is an overly complicated thing and the code is kinda too bloated and long and has references to some things that aren't involved in this bug, but i attached the important parts of the code i used, so any suggestions for either my bug or how i ask for help are appreciated.

3
Game Art / Re: Post Your Music thread!
« on: August 06, 2016, 12:20:10 pm »
pretty good start, hectate!
i think good sound effects are far more important than good music, though there is some overlap.
I've been making music on the computer for about 2 years now, though i've been playing bass and guitar and piano for longer.
These are the two most recent songs i've uploaded on soundcloud:
https://soundcloud.com/david-cherepov/return-0
https://soundcloud.com/david-cherepov/gas-masterson-strikes-back

I was maybe going to put them in this exploration platformer thing i was doing, but i'm not sure.

4
Ask a Question / Re: [Q] Turn hand drawn lines into terrain
« on: August 04, 2016, 08:13:49 pm »
several possibilities: you could make an actor, and choose or make a new collision group so it doesn't collide with itself, but does collide with the player. However, even if you turn off continuous collision detection, that would soon become slow if there are a huge amount of actors. Another possibility is suggested at the bottom of the image api page (http://www.stencyl.com/help/view/image-api ), by using colors for a collision system,  then you'd only have to draw a circle of one color, and drawing lots of images rarely slows things down. Sorry if i'm unclear

5
Suggestion Archives / ending compilation early
« on: July 22, 2016, 09:15:53 am »
a lot of the time, i press compile without checking my code, and i realize that i have a stupid mistake somewhere, but one that doesn't cause a bug. because stencyl takes a while to compile for bigger things, it would be nicer if there was a button to terminate compilation early.

6
the first time i tried exporting a behavior a few weeks ago it showed up as an image file and i was confused. i searched it up now and saw that the behavior is wrapped in the image file, but that was on the stencyl blog. i think it would be much better if it was in stencylpedia itself, and it was made clear when importing/exporting resources. maybe it would be better to change it from png to something like .stencylbehavior. i mean, it is cute to have it as png and i was dumb for not searching it up online right away, but this is at least a little confusing

7
Ask a Question / Re: setting actor attribute from another actor
« on: May 27, 2016, 08:31:50 am »
Well that works, so thanks, but what does the "set actor value" block in the actors tab do then? i attached the image of what i'm talking about.

8
Ask a Question / setting actor attribute from another actor
« on: May 26, 2016, 10:59:27 pm »
ok, so this should seem straightforward but i've been trying this for an hour and have no idea what i'm doing wrong, i have an actor type bullets with an attribute "directionOfShot" with an internal name "direction" , am i able to change this value from another actor type using the "set actor value" block, or am i missing something? I was using the internal name "direction" and last created actor, as this was the player shooting multiple bullets.

9
Ask a Question / Re: Drawing on screen
« on: February 27, 2016, 03:42:24 pm »
I had already read the documentation a few times before and couldn't do anything because i had no idea where the image instance thing was, but now i found it and it works

10
Ask a Question / Drawing on screen
« on: February 27, 2016, 02:41:46 pm »
Hi, I wanted to make a game that's about the player drawing a picture on the screen. Of course i could do the create actor thing, but then that would create too many actors. I tried doing the "change pixel color at" with "current screen as image", but it wasn't doing anything. I wanted to make this and i was trying for a little while but can't get anything and i feel very stuck. any help would be appreciated!

11
Windows / Mac / Flash / HTML5 / Re: Reviving Battle City
« on: November 13, 2015, 09:46:42 am »
the main problem for me with this is that it wasn't immediately clear where the health is, because it has a dark color that just blends in with everything else. you should maybe either tell people explicitly where the health is, or instead just make it contrast more with the rest of the screen.
edit: now that i played the more recent version, maybe the fading in and out emphasized the display more, so maybe that's fine

12
Windows / Mac / Flash / HTML5 / Re: weird fake metroidvania game
« on: November 12, 2015, 02:41:40 pm »
i didn't try to make the controls challenging, actually.  jumping off the elliptical-looking things is kind of buggy, so i guess that's what you mean with the challenging controls. i guess i liked that, though. yeah, that third bit is somewhat more challenging than i meant it to be, but i like it. I mean, i tried to make it sensible, i guess maybe i'll avoid that sort of awkwardness if i want it to feel better for people.

13
Windows / Mac / Flash / HTML5 / weird fake metroidvania game
« on: November 12, 2015, 11:59:22 am »
hey, i like this thingy that i made, maybe some of yall might as well http://www.newgrounds.com/portal/view/665976

14
Suggestion Archives / Re: default attribute should be boolean or int
« on: November 11, 2015, 06:21:16 pm »
ah, ok, thanks for the clarifications and advice.

15
Suggestion Archives / default attribute should be boolean or int
« on: November 09, 2015, 06:29:14 pm »
seriously, why is the default attribute not boolean or int? i don't even understand what the actor attribute even means, while boolean and number are the two most important things. It's only a mild inconvenience, but it's really irritating when i meant to make a boolean attribute, and i forgot to change it from the seemingly useless actor attribute.

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