Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Luyren

Pages: 1 ... 151 152 153 154
2281
Chit-Chat / Re: Random Chat Thread
« on: April 06, 2011, 05:37:05 pm »
Sorry for your loss. D:

2282
Chit-Chat / Re: Random Chat Thread
« on: April 06, 2011, 04:58:25 am »
Hey. I'm really mad at myself right now. I've always been terrible at communicating with people properly in person, but on the Internet, it's pretty easy! I thought that communicating with people on the Internet as much as do, often saying things that I've never told anyone in real life...would make me better at communicating with people in person. But now I think it's made me worse. At that's very annoying.

Oh look, someone with the same god-damn-annoying-trait as me! You're not alone, though I don't think this is much of a help. D:

But internet and in person conversations are different. For example, here I can just post it, and then comeback later, full of new subjects to talk about. Likewise in a chat. But in person, you have to keep the conversation going, or you're going to fall in that awkward silence, and that's baaaaad. >_>

2283
Shared Resources / Re: Cutscene pack
« on: April 05, 2011, 06:20:24 pm »
For that, I'm going to use the message sensors. Since all the animation logic is already handled by my Animations behavior, instead of just pushing the actor, I tell him to "Jump", and everything is handled by the behavior.

Just an idea.

2284
You have to "convert" that getter block to a type of value. This means using the <[ ] as text>, <[ ] as number> or <[ ] as boolean> blocks.

2285
Probably because of the repeat inside the repeat. (we need to go deeper... ._.) Though I coul be wrong about this.


And you're creating the actors at startx/starty, when I think you should be creating them at x and y (your attributes that are incremented).


2286
Chit-Chat / Re: Where are you from?
« on: April 04, 2011, 04:46:44 am »
Heck, why not?

Brasilia/Brazil. For those of you who don't know, Brasilia is the capital of Brazil.

2287
Shared Resources / Re: Cutscene pack
« on: April 01, 2011, 01:55:01 pm »
I will also modify all existing triggers such that they can be fired without a collision.  There will be a new field on each trigger called something like "Trigger on Step" -- and whenever the scene step value hits that number - the event will be triggered.  This should allow some more creative things by making events happen that aren't near your main moving actors.

I was going to ask about activating without collisions, and you surprise me yet again! This one I'll definitely use for my current project. Looking forwar to it!

2288
Game Art / Re: Strasteo's Static Images
« on: April 01, 2011, 12:02:57 pm »
*whistle*
That's awesome! Gotta admint, I'm a fan of your style!

2289
Shared Resources / Re: Cutscene pack
« on: March 31, 2011, 11:59:05 am »
Would this pan camera include move camera to position over time? I think that's the only "generic" sensor missing. And is the message sensor able to keep constantly firing the message (with time limit or not)?

And slow motion? I didn't expect that! Great job! No doubt this is gonna be the most downloaded pack in the future!

2290
Ask a Question / Re: Jittering Problem
« on: March 31, 2011, 09:48:52 am »
"Test Game" is up on Forge.

2291
Ask a Question / Re: Jittering Problem
« on: March 30, 2011, 07:32:26 pm »
Oh... well, I tought this was an old problem. But what does bother me is:

Quote
I noticed that sometimes, when I stop walking with the hero, the equipments are in a different position every time. This is noticeable with the boots.

I've never noticed that before. So perhaps something is wrong with the position blocks, or the wait the position is calculated?

2292
Ask a Question / Jittering Problem
« on: March 30, 2011, 07:08:17 pm »
In Dungeon Rush!, the hero actor creates all his equipment on the fly, and set the position and animation constantly. But right now, these equipments are jittering when moving, and I noticed that sometimes, when I stop walking with the hero, the equipments are in a different position every time. This is noticeable with the boots.

Here is the test room.

Attached is a screen shot of the behavior for the weapon (if I show the others, it might contain spoilers, but the logic is basically the same).

I can't present the full game with this problems. When the hero is fully equipped, it looks horrible with this jittering. So I need help and ideas on what's causing this.

My tests:
- Tried making the hero always simulate, but it doesn't change a thing;
- Setting scale to x1, didn't do much good;
- Setting the equipment actors to cannot move and cannot be pushed, without success.
- Tried not to set the animation;
- Tried to round the x/y position of the actor, but it didn't change a thing.

Could this be something with StencylWorks? I played the old DungeonDash! demo, and I noticed that it doesn't have this jitter. I'm out of ideas about what's causing this. Specially because this Equip Weapon behavior is the same from the old demo.

b368 (ZIP preview)
Windows 7

2293
Shared Resources / Re: Cutscene pack
« on: March 29, 2011, 06:39:32 pm »
First of all, AWESOME job.

Second, I think the addition of one new sensor would be terrific: Message Sensor.

It would have a list of messages to tell the actor, and a list for wich behavior to tell that message (and an option like add [All] to the list, and the message will be sent to all behaviors). Since I place all the action logic in my behaviors to be performed via messages, this would be perfect.

That way, for tabletop's example of firing a weapon, I'd just have to tell that actor to "Attack", and place the firing logic in a message called "Attack".

2294
Resolved Questions / Re: Weird reaction to "Region has value"
« on: March 27, 2011, 06:40:19 am »
Thank you very much!

2295
Resolved Questions / Weird reaction to "Region has value"
« on: March 26, 2011, 07:27:42 pm »
Another strange bug. At least I think it's a bug. I've build a test game for this, it's called "Test Game", and it's on Forge. A heads up, the bottom most rectangle on the "bug2" screenshot is a terrain region.

The behavior that reproduce this problem is Test Region (attached). I've configured two actors, "asdasd" (the hero from dungeon dash) and "Test" (a random scribble). "asdasd" creates a region and makes the region follow him, but "Test" don't create regions, as you can see in "bug1".

And the problem is seen in "bug2". It's printing both actors name, when only the actor who created the region (and the region attribute has value) should be printing. Besides, it's "Test" who is setting the position of the region, and not "asdasd".

I have no idea how the "Test" actor got the value of the region in the first place!This bug first appeared on Abyss Souls (Keep Falling, for those of you who still remember). A monster that was set to be passive was aggressive, and then I noticed it was using a region (like an aggressive monster), even though it doesn't create one.

Windows 7
b368

Pages: 1 ... 151 152 153 154