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Topics - dreph

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Ask a Question / Debug Drawing not working
« on: February 02, 2019, 01:29:08 pm »
Howdy! I'm trying to debug my collisions, and the enable debug drawing is not showing any collisions at all.  I tested other games I've created before, and they all seem to work fine when I enable debug drawing, but for some reason this one game is not showing the collision boxes to check my issues.

Anyone else had this issue?

Ask a Question / Can I use an animation of an actor as a different group?
« on: January 05, 2019, 11:41:21 am »
So, I know that you can change the collision group to something different for a specific animation, but I'm not receiving the expected results.  Let me explain without the block code.

I had a projectile that had an attack damage variable attached to it via a behavior exclusively to hold attack damage.  If an enemy collided with this object, it was determining the damage required, then would subtract that from its own HP.  Was working fine on its own.

Now, I removed the projectile, but attached the attack damage behavior to my player, and when he does a punch animation the collision group changes into the same collision group as the projectile, and has a value assigned to the behavior for said attack damage.  Nothing is registering from the enemies' side.  I'm just curious as to if it's simply not possible to do that? It seems like it's fairly easy to do in the interface, so I think my logic might be off. 

Let me know if you need to see the blocks.  Thanks!

EDIT: Added the code, it's not a lot.

Ask a Question / How to make enemies detect each other?
« on: November 09, 2018, 11:35:26 am »
Ok, so let me start off with my understanding of things.

I have a player follow behavior, it checks player 1 (and 2 if two players are on screen) and adds their X and Y locations to a list.  I used a loop to handle it all, and everything is working splendidly.  X and Y locations for Player 1 and Player 2 are being tracked in a list and all is well.

Now, what I want to do is actually have the enemies stay away from each other... but I have two ideas for an approach to this logic and I would love some input.

My first approach is to create a new list for enemy locations.  The problem is that I plan to have approximately 12-16 enemies on screen at once at some point, and I want to know, before I jump too far into it, if anyone has experience messing around with Always updating a list and issues with performance? 

My second approach is to make each enemy a "sensor" and compare their own X/Y locations to the last collided enemy actor, and adjust accordingly.  Currently the enemies move directly towards the closest player, but I'm sure that I could easily add a quick "if not colliding with enemy group" to their follow behaviors, and have them avoid their buddies by "if collided with enemy group, compare X/Y and move away"

What are your thoughts? I would love to get some feedback before I delve in.  Thanks!

Ask a Question / SOLVED - GoTo Line Equivalent for Stencyl
« on: November 08, 2018, 12:57:00 pm »
Is there a way to label a statement, like most other languages, and have a GoTo <label>?  Even command prompt has a GOTO function, I just don't think I've seen an equivalent in Stencyl blocks.

Howdy! So I'm having a strange issue, and it's likely that it should not have been working to begin with, but here it goes.

I am working on a Spawn Enemies script.  The concept is that once the player(s) get to a certain point on the screen, the enemies spawn AND then it sets the next checkpoint for enemy spawns. As of yesterday, this was working perfectly.  It would increment the CP attribute by one, and get the appropriate coordinates for the next checkpoint.  I was playing around with making it a bit more complicated, but then it started incrementing all the way to the last checkpoint immediately after the enemies spawn at the first checkpoint.  What did I do wrong?  Any input is welcome.

I'll check back in if I figure it out before anyone is able to give input.  Sorry for delays in replies I'm also taking care of a newborn.

Ask a Question / Set Offscreen Bounds clarification
« on: November 06, 2018, 04:06:52 pm »
So, when I set offscreen bounds, does that mean in relation to the camera or in relation to the scene?  Just curious.

Ask a Question / Make a projectile do damage to enemy
« on: October 31, 2018, 05:30:55 pm »
So I know there is a longer way to do this, however I was wondering if this specific code is not possible? It does not seem to work.

To explain, the ATKDamage behavior is attached to the projectile.  I just want it to insta-kill the enemy.

The EnemyHealth is attached to an enemy, and I set the HP variable to 10.  If I set it to zero, it kills the enemy right when the scene starts, as expected.  It just seems like it's just not working? I see performance fallout too when the projectile hits the enemy, but they do not die.  Could be something super simple, or it could be that this approach isn't necessarily going to work.  Thanks in advance.

Ask a Question / Make camera follow more than one actor?
« on: October 30, 2018, 08:38:11 am »
Is it possible to have the camera follow two actors? I have two actors on screen that have the camera set to follow, but only the second actor is followed by the camera.  Is it possible to have it follow both?

Ask a Question / Use same controls behavior for Player 1 & 2
« on: October 27, 2018, 06:30:48 am »
Just like the subject asks, is it possible to use the same behavior for control for 2 players?  Example:  I would like to make it so my game detects two game controllers and the players are controlled independently from each other.  Just curious.

EDIT:  I just found the page about how external game controllers are not natively supported and unexpected results happen if you unplug and plug in a controller.  I think the best bet for a local 2 player game will have to be on the keyboard.  This means for the players I will require two control scripts.  This is fine, but it makes it a bit more work for enemy AI and tracking of individual players require extra steps.  Let me know if anyone has a better idea.

Ask a Question / Height/Width of Actor Type before Spawn
« on: October 20, 2018, 05:00:03 pm »

I'm back at it again, just messing around with some concepts.  I am trying to get the width of a specific Actor Type before I spawn the actor.  I have read that there is a code option for this, but 1) I'm unsure how to actually implement a proper line of code in Stencyl, and 2) I feel that there should be a method to get this information without writing code. 

If anyone could lead me in the right direction, that would be stupendous.  I've been trying to figure it out for a couple of hours now.  Thanks in advance!

Windows / Mac / Flash / HTML5 / Garlicoin Kitchen - Very First Game!
« on: February 04, 2018, 10:11:00 pm »
Greetings Everyone!  I am pleased to introduce our first game and fun little prototype, Garlicoin Kitchen.  In the future we may change up the way the game is played, but the overall concept is here.

The game was thrown together by two people.  I did the logic and behaviors, and my good pal Kinexus did the graphical design and sprite animations.  We will be sharing this on Newgrounds and Kongregate soon enough.

This is our first game as, and we hope to bring you many many more free games in the near future.

We look forward to suggestions for this game, and future games in regards to fun and playability.  We are huge gamers and will be putting out tons of different style games in the style of simplistic and fun pixel art.

Thanks for playing!

Ask a Question / Double Decrement Problem
« on: January 29, 2018, 10:22:54 am »
Good Morningish...

I am working on a "burn enemy" logic, and I'm just trying to figure out what the problem is.  It's only supposed to decrement the health/timer by 1, but it does it by 2.

I took out the health portion, and now i'm just trying to get the decrement to work by one, but debug keeps showing it decrementing in 2's for the counter as well.

This is the only place for this specific logic.  No other behavior has a counter or uses the "OnFire" attribute.

Thanks in advance!

Ask a Question / Weird Mouse Clicking Issues
« on: January 27, 2018, 05:23:08 pm »
Okidoke, so I've been dabbling with creating my own inventory system.  Let me start off by saying my logic is probably really gross and can be simplified, but everything works... unless I move the camera to another part of the scene...

Now I know what you're thinking, I didn't compensate for the camera with the drawing of my menu... but I did!  The inventory system spawns in the center of the screen, the slots and icons spawn in the correct position, visually.

However, the icons are only clickable in the inventory if I stay in the original camera position at 0,0.  If I move the player down, and say move the camera 50 pixels down, the icons and inventory spawn exactly where they need, but I have to click in an invisible space 50 pixels above the icon to use the item.  It's like the collider is staying at the original X,Y with the camera, but the icon (actor) is moving with the inventory as intended. 

For this prototype, I applied the event to use the icon directly to the actor, not a behavior, but as an event.  Just as simple as "If clicked and health not full, give a little health", and the same for the magic.  All of them work as long as I don't move the camera.

Here's a quick Gif Example.  First one is working in the original X,Y camera of 0,0.  The second is an example of what happens if I move down and try to click on the menu item.

Ask a Question / Text Adventures (Not... what it sounds like)
« on: January 23, 2018, 03:27:49 pm »
Hey Stencylers!

It's been a while, but I have jumped full force back into Stencyl again. I haven't had too much time to experiment, but I could not find an article on this specifically.  So I wanted to ask.

Can you have two "Drawn" text objects on the screen with different fonts?  I set the font before drawing, and it changed all of the other fonts in a different behavior attached to the scene.  The change font came from an actor. 

Do I need to set the font for the other one's beforehand to avoid this?  Is it that simple?  Thanks in advance.

Ask a Question / FPS Drop After Game Pause/Drawing
« on: July 05, 2015, 07:25:58 pm »
Hello again... Gosh I must be getting annoying :P

After I press pause, the game FPS crashes to 3-4 FPS, and when I unpause it does not resolve the issue.  When I press my pause button, it draws 2 rectangles, some text, and a region and pauses game.  When I press escape it's supposed to just unpause and remove the drawing (typical pause menu).

Any ideas?  Most of my issues seem to be performance based and just in case you aren't following my posts, I am making a procedurally generated map 300x90 tiles and each tile has it's own collision bounds.  Not sure if pausing/unpausing would play dirty with tiles for any reason, but just throwing out additional info.

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