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Topics - dreph

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Fixed Bugs (3.x) / Clearing Data in Maps Error
« on: July 05, 2015, 03:24:54 pm »
Every time I try to clear all data in a specific map, it will not compile the code.  Anyone else have any similar issues?

Ask a Question / Some Weird Behaviors... Random Generation Tile API
« on: July 05, 2015, 02:42:07 pm »
It's me again!

So When I generate a world for the first time, it works great.  All the tiles are randomly generated and a player is spawned to explore the world.  If the user clicks and holds on tiles, they will eventually disappear, depending on the type of tile. Yay!

The problem is, on a fresh generation, when a tile is removed, the collision box stays there.  If I exit to the main menu, and reload the level, removing a tile also removes the collision.  How bizarre!?

Anyone encounter anything while working with Tile API similar to this?

Ask a Question / Attributes Not Acting Properly ?
« on: July 05, 2015, 11:45:24 am »
The attached screenshot is my "click to destroy block" code.  Essentially, I'm trying to have it figure out what kind of block is at the mouse click, and set the "KillCount" timer to a certain number.  While the mouse is down, it should countdown, but when pressed, it's supposed to set it to it's appropriate number. 

The problem is that I can set the initial number before compiling, and it will count down properly, but then every following block can be deleted with a single quick click, instead of resetting the killcount, counting down depending on tile ID, and deleting the block.  It ain't workin... lol

Ask a Question / Weird Issue with "Do After X Seconds" blocks
« on: July 04, 2015, 03:42:25 pm »
I'm trying to add some sleek delay to my menu transitions, but for some reason when I use the do after blocks the consistency of the behaviors start bugging out.

Example:  I have a Main Menu, 3 Levels, and a delete confirmation scene.  Without the aforementioned blocks, I can load a world, exit the level back to main menu; click delete; confirm deletion, and the main menu loads with the world deleted.  However, with the "Do after" blocks in the mix to give the scene time to display text.  I create a world; exit to main menu; click delete, and in the delete confirmation it will hang instead of going back to the main menu.  I've only experienced this with do after blocks and it really just started happening today... not sure...

EDIT:  It's not "hanging" it's just not transitioning.  You can see the FPS monitor in the corner is moving along just fine, and I am also able to click the "No" to transition because it doesn't use a Do after block.

Ask a Question / Back to FPS Issues - Loading Games/Big Lists
« on: July 03, 2015, 03:15:14 pm »
So at first I was experiencing issues due to the size of the lists I was using... but now I seem to still have some major FPS issues due to the generation scripts I am using to procedurally generate the world. (Down to 3-4 FPS).  They used to have a handful of "Always" blocks in them, but I replaced them with custom behaviors so nothing should be actually "happening" anymore once the world has been generated. Also, memory gets taken and never let go... I have 3 worlds, and if I've created a world in all of them, the memory will hover around 800MB in use, go as low as 650MB in use, and just stay there.

The tiles in the scene aren't the issue, I've filled the entire world with tiles and no problem... so I assume it's some part of my script, or something, getting held into memory and never let go.  Is there a way to clear memory, or do I have to rewrite my scripts again?

EDIT: Correction... the on screen FPS monitor says I never exceed 328MB, but I'm still getting 3-5 FPS.

EDIT2: The Windows Task Manager sees the process holding on to more than Stencyl says. (650-800MB Steadily)

EDIT3: Seems that if I launch the .exe independent of Stencyl testing, I can get as high as 20FPS.  Still 1/3 of what I can get if I build the scene by hand, so still looking for that answer :)

Chit-Chat / Just a Huge Freakin' Thank You!
« on: July 03, 2015, 01:19:57 pm »
Not sure this is really brought up much, but hot damn I love this community.

We've got quite a few very helpful people lurking the forums, I've even become very familiar with some of the most helpful names.

I just wanted to thank everyone who isn't just out there trying to "rank up" their forum rank, but actually providing very helpful information and insight.  You're helping me make my dream of becoming a legit game designer come to life, with a hell of a lot less frustration than expected.  Thanks a ton fellas, I'll definitely do my best to provide the best supplemental help to the forum that I can.  Godspeed, Stencylers... Godspeed...

Ask a Question / Executing Custom Behaviors From a List
« on: July 03, 2015, 12:56:55 pm »
I am trying to rebuild my random generation blocks.  My original behavior included several always listeners listening for the last job to finish before the next one began... however I noticed I was having performance issues due to the scripts running in the background.

I took an idea from Merrak's loading screen for his isometric loader, but I don't think I have it right.  If you guys need to see the full code, that's fine (I suppose... :P) but I think this is the problem here.

EDIT:  Well I added a "busy" Boolean trigger at the beginning and end of all steps, and added the condition to the execution blocks above and fixed the issue.

ALSO, Something annoying that I need to remember is that if you copy/paste behaviors the number attributes chosen in increment/decrement change to the same thing... LOL... Something Merrak helped me with before that I didn't think was an issue because I hadn't changed the code... Stencyl did upon paste ;)

Bug Archives / Scene Bug - Behaviors Not Working
« on: July 01, 2015, 06:51:55 pm »
The link below is a question I asked in "Ask a Question" come to find out it was a bug:,

Summary:  A behavior would not work properly on several scenes.  The other scenes that had no association with random generation behaviors worked fine.

I'm not sure if the fact that I was procedurally generating over and over again, saving/reloading over and over I maybe bugged out the Scene/Game, but the resolution was to delete the scene and recreate it.

I might have to submit a bug request, but I wanted to make sure I'm not missing something:

I have a behavior that creates an actor where ever the mouse click releases.  On the Main Menu, it works fine, but if I load into a world, the Behavior attached to the scene stops working.

The same behavior is attached to the Main Menu, as well as the World in question.  The main menu functions properly, but once it transitions into the world, it stops creating actors on mouse click.  Same behavior, different scenes, confirmed attached to both, no other behaviors running in world to conflict.

EDIT: Actually, none of the worlds seem to work with the behavior.  Only the main menu.  The only difference is the block sizes in regards to properties... I've even started the Scenes to test them directly without Transition and it still doesn't work... this is a real mind blower...

Ask a Question / Text/Shapes Drawing - Layers
« on: July 01, 2015, 12:51:08 pm »
Alright, another simple thing, I hope.

I am drawing an translucent rectangle when I press esc, and trying to draw text/regions on top of the rectangle.  It seems to only want to draw the text behind the rectangle no matter what order I put it in. 

It's a scene behavior, scene is listening for "Esc", if esc is pressed, draw rectangle and text, if "Esc" again, close it out.

Ask a Question / Full Screen Not Centered - Windows Platform
« on: June 30, 2015, 08:25:18 pm »
Just as the subject line describes, my issue is simple.  It is centered on my screen in design view, and when launched, it's off up to the top left.  I haven't looked too deep into the menus themselves, but a google search and a forum search didn't turn anything up.  I apologize if I searched poorly and the answer is right there... sincerely... I hate breaking forum etiquette.  ;)

Resolved Questions / Lists too big? FPS Issues (SOLVED)
« on: June 28, 2015, 05:52:55 pm »

I am having issues with FPS and I believe I have narrowed it down to my lists being too large.  I was wondering if anyone has any insight.  Here's the scenario:

I have a Main Menu:  There are 6 regions to click.  3 to load 3 separate procedurally generated worlds, and three to delete worlds in their respective save spot.  If there is save data in the world slot, it displays a different block  on that save slot.  If you click delete, it clears the data, and reloads the scene with a crossfade to show that there is no data in that save slot.

Everything works fine if I have one world with it's save data.  I click delete, and it slowly fades away.  If I have two worlds, it lags for a second or so, then just disappears.  I notice I'm experiencing FPS lag when I have 2 worlds saved.

Here's how the save data is saved:  I procedurally generated the world, then used the same method I used to generate to collect tile IDs in a specific order and add them to a list.  The worlds all save/load just fine (with some tweaks that I have to make, but that's a different topic).  Once I delete the 2nd world, the FPS issues go away and if I delete the last remaining world, I see the full fade animation with no FPS lag.

The size of these lists is pretty nutty.  There has to be 36000 entries to accommodate for all of the blocks in a world save.  Would this be too big?  If I have 3 lists with 36000 entries, will this bog down the game itself?  I still need to generate actors, and other game attributes that are much smaller, but this is a little bit of a problem to experience these issues throughout gameplay.

If this is the problem, is there a way to unload the game attributes that are not in use with some sort of Atlas work?  Thanks a ton for any help, as always!

Resolved Questions / TilesetIDs - Can I change them? (SOLVED)
« on: June 28, 2015, 11:58:29 am »

It's a beautiful day for tweaking out on procedural generation!  I ran into something I feel is incredibly simple and I can't find an answer:

Can I manually change the TilesetID of a tileset?  Somehow it bugged out and I had to delete my tileset, and when I created a new one, it's ID is now tilesetID4.  For my procedural generation, I was using tilesetID 0. 

I know I can change it in my behavior, but I shouldn't have to hunt through my blocks for my old tilesetID and replace them with the new one.  Any help is much appreciated, as always :)

Ok, I understand that saving involves game attributes.  I am building procedurally generated maps, and would like to save and load the same terrain after I have generated it.

To save the map how I understand, which I don't really... would mean that I would have to have a list/map with tile id's and load it ?  Is there a simpler way to get away with saving game state instead of a handful of variables?

Ask a Question / Loading Screen for a Scene
« on: June 23, 2015, 04:01:11 pm »
Greetings!  It's been a while since I have played with Stencyl but I just got back into it when I decided to try out some procedural generation with the code blocks given.  I've actually had quite a bit of success, however I am curious of 2 things:

1) The code blocks I have pieced together to generate the world are working relatively great... but when they are run, the scene becomes unresponsive.  I have tried to draw text prior to the script running, but alas it seems to do the same thing.  The worlds I was working with before were 1500x128 tiles wide, and I was trying to generate all of the terrain at once... is there a way to make a loading bar for that or when that script is running, am I kinda outta luck? (Flash test, Windows test works much better it seems).  Eventually it all works, but while it's loading, it's just the default flash loading bar showing 100% loaded, and non responsive.

2) Is it possible to load terrain as the player moves into the area?  In a "If row/column enters region following player, load tiles per proecural generation forumlas" kinda fashion?

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