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Messages - jamesvhyde

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News / Re: Going Pro - StencylWorks 2.0 and beyond (Updated Jan. 28)
« on: February 04, 2012, 07:32:00 am »
Events should help a lot with the "exploding number of behaviors" problem I was talking about in the Extensions forum,1132.msg15973.html#msg15973. I'm looking forward to summer when I have more time again.

I did change the workspace location. Actually the problem began when I tried to use Dropbox (the online storage service). I installed Dropbox and SW on two different Macs, then changed the workspace location on both to the Drobpox-enabled directory. This caused both SW installations to share the workspace files. I think I may have had different versions of SW on the two different computers, but I thought they were both up to date (1.0.4).

I had worked around this inability to update by manually installing the 1.1 patch from the news forum. Is there a different build number for the current patch? If so, what is it?

Another line in the boot.txt that is different from Hectate's in mine is url.update. I have
Code: [Select]
url.update= Hectate has
Code: [Select]
url.update= think this also contributes to the inability to update.

Is there a difference between the Mac and Windows version of the boot.txt file?

The lines do not exist. What exactly should they look like?

Old Bugs (1.x/2.x) / Re: [Solved]Can't Update SW
« on: August 10, 2011, 09:52:10 am »
I have this same problem. What was the solution??

Ask a Question / Re: Power UP making help
« on: August 09, 2011, 03:44:22 pm »
The Action Adventure game template has a power up--the sword. Before you get the sword, nothing happens when you hit the attack button. After, the sword appears. You can look at this game to see how the logic works. Maybe it will give you some ideas.

I made a quick change to the Action Adventure to increase the player's speed when the sword is picked up. See the attached screenshot. This is not the best way to do it, but it was the quickest. I changed the "Collectable Item Pickup" behavior so that it modified the "Top Speed" attribute of the "4 Way Movement" behavior for the player actor when the sword is picked up.

Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 30, 2011, 04:18:04 pm »
I am not surprised the bullet freezes if you put an extra "if" in the Fire behavior. It appears that the value of the direction attribute is never getting set.

Your fix in Edit2 sounds like the right thing to do; it's hard to say why the value of "direction" is not getting set. One thing I think you should do is to give the direction attribute an initial value. Do this in the "when created" block in the Fire behavior. Set direction to whatever the starting direction the player is in. I doubt this will fix your problem, but at least it will let you control which way the bullet goes, so it won't just freeze.

If you still can't get it to work, the next thing I would do is check the console to see what's going on. If you hit ~ in the flash player, the console messages will appear. If there is an error about a null reference, something is going wrong with your behaviors and we'll have to figure out where the problem is. You can also print the value of the direction attribute to the console using the "print" block. It's under Debug under Flow.

Edit: Actually, looking at your screenshot, it looks like your "direction" attribute is in the 4-way movement behavior, but you're trying to use it as if it's in the Fire behavior. Make sure you have a "direction" attribute in the Fire behavior.

Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 30, 2011, 12:52:43 pm »
It's a little messy, but I wouldn't call it "really" messy. Creating interesting behaviors will always require adding some amount of code. You are on the right track with this. One question--are you using the 8-directional (diagonal) option with the 4-way behavior? If so, your "if" blocks that check the value of "direction" are never getting checked, because they are inside the "if not 8-direction" blocks.

Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 29, 2011, 04:45:18 pm »
Redpesto, you have to keep track yourself of which direction the ship is facing. You can do it using a hidden attribute as I explained in this comment:
One way to do it is the following...
You update the direction value whenever the key is pressed, and then you can use the direction value whenever you want. Let me know if you need further clarification.

Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 27, 2011, 03:39:04 pm »
Another place to look at examples is the Action RPG template game. (Create a new game and choose Action RPG; I think that's what it's called.) The Sword Attack behavior has attributes that control exactly where the sword appears relative to the player actor. This is necessary because the handle of different "swords" (weapons) may be at different locations relative to the animation.

Toolset Extensions / Re: What Extensions would you like to see?
« on: July 26, 2011, 05:14:05 pm »
Luyren, thanks for the response. I had looked at your RPG Elements pack previously, and today I tried it out. It is useful and thorough, but resource packs are fundamentally limited due to the issue I mentioned (management of an exploding number of behaviors) and the fact that behaviors have a limited UI available to them (the attributes). I tried out the "Experience" behavior in the RPG Elements pack, but I found it difficult to use. I had to get help to figure out I needed to specify a font other than "Default font" (it was causing a null reference). Also, there are 25 visible attributes for this behavior. They are organized logically from top to bottom, but it is difficult to recognize which attributes work together.

So I would still like to see extensions related to assistance with creation of games of specific genres.

Toolset Extensions / Re: What Extensions would you like to see?
« on: July 26, 2011, 10:46:31 am »
I'm not sure if this is what you had in mind, but the kind of extension I'd like to see is one that makes development of games of certain genres easier. For example, the RPG extension would allow the user to create elemental attacks, status ailments, stat growth, etc. from the UI, rather than trying to manage disparate behaviors. (The number of behaviors in the game I'm working on is already exploding, and I haven't made it very far yet.)

Thanks, Epic. I had already tested to see what the order was, using the print method you described. It did indeed seem to be the order the behaviors appear in the Actor editor. But there's no way (from the interface) to control what order they appear in, except by putting them in groups.

OK. I was going to try to tell what direction the actor had been moving prior to the collision by checking its x and y speed. Now that I think about it the physics will have already stopped the actor, so this won't work anyway.

I was also trying to change the animation of the actor so it would stop colliding with the first object it collided with. This was preventing the Enemies Health behavior from subtracting on collision. This is actually a behavior on a separate actor. I guess I need to take a different approach.

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