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Messages - AutomaticJill

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1
Oh my goodness, it WORKED!  Once again, you have saved my bacon.  This also allowed me to get rid of the "Setting items to 0" function which, as it turned out, was causing a glitch that made the game slow down after exiting a particular area.  Sweet!

Now my only hurdle before the mini-arcade is figuring out how to create a piece of code that closes the game SWF window when the ESC key is pressed (which they need for some reason for the mini-arcade)... A friend of mine managed to get hers working with this code (see attachment) but for some reason it doesn't work for me.  This kind of thing is waaaay above my head but I figure I'd put it here in case someone has managed to do it.  When I attach it to a scene it won't even let me preview or export my game, and it's designed to work with the version of Stencyl I have now, so the problem might be on my end.

2
Ask a Question / Behavior bizarrely breaks after switching to Stencyl 2.0
« on: September 02, 2012, 01:18:11 pm »
THE GOOD NEWS: After quite a long absence I have been given a wee tiny grant to continue working on my game, Icarus!  Huzzah!!

THE BAD NEWS: I have just upgraded to Stencyl 2.2.0 from StencylWorks and, while most things work correctly, the crucial behavior that allows the player to end the game has ceased functioning.  Let me explain:

In order to win the game, the player must collect three pieces of a jet pack, which should then trigger the end screen (SPOILER: There is a piece in the bedroom, on the toy robot on top of one of the bookshelves.  The other two are in the Workshop and the Observatory).  You can try it for yourself here, using an old build of the game.  This is made possible by a behavior called Jetpack Assembled (screenshot 1).  The screenshot is from the new Stencyl version, but the old StencylWorks behavior looks almost exactly the same sans print blocks (screenshot 2).  The behavior works in tandem with a few other behaviors, including the RPG Inventory and Save Status behaviors and a custom Item Pickup behavior (screenshot 3).

The problem is that for some reason, although everything looks almost exactly the same, the new Icarus build does not transfer to the End Screen when all three inventory items- given the names Engine, Chamber and Battery- have been collected.  I added some debug code blocks and it seems the two builds are doing things in a different order, despite having the same code blocks.

Now take a look at the last two screenshots (4 and 5).  The first is from Old Stencylworks Icarus, the second from New Stencyl Icarus.  In accordance with the code blocks I have set up, the old version is working correctly with this sequence of events:

Quote
*Player picks up Engine*
Inventory check
Engine
Number of items collected: 1
Setting items to 0.
*Player picks up Battery*
Inventory check
Engine
Number of items collected: 1
Inventory check
Battery
Number of items collected: 2
Setting items to 0
*Player picks up Chamber*
Inventory check
Engine
Number of items collected: 1
Inventory check
Battery
Number of items collected: 2
Inventory check
Chamber
Number of items collected: 3
*END STATE FULFILLED!*
Setting items to 0
Leaving Current Scene.
Entering Scene 7...

Basically it is constantly checking to see if the items in the player's inventory match the list of Required Items (Engine, Battery and Chamber), and once they do, to switch to the end scene.  Whereas the new build goes something like this:

Quote
*Player picks up Battery*
Inventory check.
Battery
Number of items collected: 1
Setting items to 0.
*Player picks up Engine*
Inventory check.
Engine
Number of items collected: 1
Setting items to 0.
*Player picks up Chamber*
Inventory check.
Chamber
Number of items collected: 1
Setting items to 0.

As far as I can tell, whatever mechanism in the old build that was keeping track of how many items the Player had collected and saving the information seems to have stopped working.  The new build just erases over each instance of item pickup, making it impossible to get to the end screen (as if the player is unable to accumulate items and becomes stuck with whatever the last item she picked up was).  I can't figure out what the problem is since all my behaviors were successfully transferred to Stencyl 2.0 and literally everything else seems to be working fine!  :-\ I messed around a lot with the new build and got lots of interesting results, including one where the game immediately went to the End Screen as soon as the game started, and another where you won the game after collecting only one item.  Not what I was looking for, unfortunately.

This game is being showcased as part of the TIFF.nexus mini-arcade this September and I was hoping to resolve this by the Sept 4 deadline, but I may have to default to the old build if I can't fix it in time.  I do however have another year to work on it as part of the grant agreement, so any suggestions would be very much appreciated (BTW, user Luyren and Greg were instrumental in helping to construct the initial build).  It's probably something really obvious sitting in the blind spot of my limited coding skills, but looking at the code blocks, I'm just not sure what the problem is.  The new Stencyl interface looks great though, and I can't wait to play around with it once I have this issue resolved!

3
Ask a Question / Re: How to create Randomized NPC Dialog, Line Breaks
« on: November 03, 2011, 10:32:59 am »
Thanks Luyren!  I will be very excited if this works because it's the number one thing that tends to confuse people when they play the game for the first time.  Even when I tell them not to move around when they open dialogue boxes, they do it anyway.  Darn you players, why can't you just overlook my game's overwhelming flaws and pretend like it's perfect to make me happy D:<

It might be a while before I get back to this since I'm in the middle of coordinating session #2 of the Difference Engine and it's eating up all my spare time, but I'll let you know how it goes.

4
Chit-Chat / Re: The Difference Engine Initiative
« on: October 31, 2011, 10:47:31 am »
Ohhh yeah, all the games from Incubator 1 are finally online.  Mine still isn't quite finished (I'm uploading the new version as we speak) but it's playable.  Four out of the six games were made in Stencyl; can you guess which ones?

Play all the games here.

Incubator 2 is currently underway.  A few of the participants were very excited about Stencyl as they'd never heard of it before, so you can expect some more updates on that in a month or so.  Recently, the games were displayed at FPS (First Person Show) in Toronto and the creator of Kreayshawn: The Game even got to sit on a panel about indie game marketing due to it having gone viral!  There's other stuff going on too that hasn't really finalized yet, but I'll update this thread if/when any of it happens.  Stay tuned.

5
Ask a Question / More randomized help
« on: October 31, 2011, 10:15:01 am »
Hey, was wondering if anyone could help me with modifying this NPC dialog behavior.  Right now I have it set up so that you have a box which, when checked, will play the first line of a list of dialog and then randomize everything after that (courtesy of Greg!).  However, I've found there are a few cases where I need everything to be randomized from the get-go.  I kind of get the gist of how to do it- see the screenshots below for the specific code blocks- but I think I'm missing something.

Essentially I'd like to have 2 checkboxes when the NPC behavior is attached to an Actor:
BOX 1- RANDOMIZE AFTER 1: When checked, plays the first line of dialogue in a list and then randomizes everything after.
BOX 2- RANDOMIZE ALL: Randomize every line in the list, including line 1.

And of course when neither box is checked, the behavior will go through each line in order, one after the other.

Also, Luyren helped me figure out a way to stop my Player from moving around after calling up an image of a blueprint on screen.  I thought that would be super helpful for dialog boxes because every time someone plays my game, they move around after opening a dialogue box and aren't able to close them.  If you look at the second screenshot, you can see the code blocks that disable 4-Way Movement for the Blueprint actor.  Would this be a relatively easy thing to transplant into the NPC behavior or am I playing with fire?

PLAY THE GAME HERE!

6
Chit-Chat / Re: The Great List of Programs to Use with Stencyl
« on: October 09, 2011, 04:05:40 pm »
I'm not going to be much help since I use Adobe products (Flash and Photoshop) which are outside the price/computer power range for a lot of people, but I should note that my college gave me the entire CS5 Master Suite collection for the paltry price of about $150 added onto my tuition (and, for later students, will continue to provide them with the latest edition of the software as long as they are enrolled).  The Master Collection would have been thousands of dollars had I purchased it normally!

I was in an animation program so there were specific reasons for letting us have the software for that cheap, but if you're currently attending a post-secondary educational institute, it's worth looking into whether they're eligible for one of Adobe's student discount programs or whatever.  Mind, you may need a fairly powerful computer as well, but it's an option.

7
Chit-Chat / The Difference Engine Initiative
« on: October 08, 2011, 03:13:02 pm »
Hello everyone, I'm sure some folks know a little bit about this, but I think it deserves its own thread since it is an on-going event and people seem interested to know more.  The Difference Engine Initiative is a Toronto-based "incubator" (sort of like a group workshop) focused on getting more diverse groups into the gamemaking industry.  I was a participant in Round 1 of the DEI, which is focused on women, and we presented our games on October 3 to a pretty full house (my game, Icarus, is displayed onscreen in the first photo).  The games were made on a schedule of about one and a half months, and quite a few used Stencyl, including my own.  I personally had the opportunity to plug the program to a few other interested people, so perhaps they will check it out!

Anyway, the games should all be available online at the end of October, and I will update this thread when it's ready.  I will also be coordinating the second round starting next week, so when the next batch of games comes in, hopefully I won't be too tired to say something about it.  [This space reserved to say something about the other participants, some of whom may want to step forth and introduce themselves!]

Thanks especially to Luyren and Greg for major tech support, especially Luyren, who devoted literally whole evenings to explaining behavior creation.  Round 2 will be a happier experience thanks to them.

You can play Icarus in its current, unfinished incarnation here, and give suggestions and tech support as I work towards completion in this thread.

8
Windows / Mac / Flash / HTML5 / ICARUS: There is no flight mechanic [v1]
« on: October 08, 2011, 03:12:29 pm »
Your father was a genius. Who the hell are you?
http://www.stencyl.com/game/play/8132



Icarus is a game with no flying. There is no combat, no scoreboard, and negligible (so far) puzzle-solving.  It's very loosely based on the original Greek mythology, but pretty much ends up being a story about a kid who has a weird relationship with his (dead) dad. I like to call it "an interactive fiction disguised as a top-down adventure game" due to all the reading involved. It is currently a work in progress, but I hope to have ironed out some of the more serious glitches before the end of October.  It has already been presented to the public at least once, so I've put it in the Announce Your Game forum, but I'll also be continuing to polish and fix behaviors and re-write the awful placeholder text.

The game was created for the Difference Engine Initiative, round 1, September 2011. It is my first dedicated attempt at making a computer game. You can read more about it in this thread.

THINGS TO FIX:
-Don't examine at the blueprint in the Workshop after picking up an item or it will wig out on you. I temporarily fixed it so it doesn't completely freeze the game, so if you leave the room and come back it should be fine.
-The third jetpack piece is somewhat elusive and it's entirely possible to collect it accidentally or have no idea where to find it.  This is a narrative problem I'm working through, but it might help to read the diary all the way through and maybe decode the blueprint.  This part of the game will likely change in the future. 
-Some tiles are walk-through-able, and shouldn't be.
-Terrible crappy placeholder writing.
-Randomize Text has a bunch of "undefined" messages.
-One of the books you read is '"Brave New World" by Joseph Conrad', which is obviously so wrong.
-There is supposed to be something you can look at in the telescope.
-The NPC Randomize Text behavior only randomizes text after the first line. Eventually I'll implement an option to randomize all lines of dialogue.
-The ending screen is... unfinished, to say the least.

WISHLIST
-Diagrams and papers to observe.
-Ocean sound that doesn't have kids screaming in the background (did you notice?)
-Proper credits
-Something to stop the character from moving when dialogue is onscreen.
-Re-write. Re-write. RE-WRITE.
-More as I remember.

THANKS TO: Luyren and Greg, for tech support above and beyond the Call of Duty (a game I've never played).

9
Yesterday I rather innocently updated some software on my Mac (OSX 10.6.8) to solve some Airport card issues, and now instead of opening, StencylWorks gives me this:

Quote
Process:         JavaApplicationStub [238]
Path:            /Applications/StencylWorks/StencylWorks.app/Contents/MacOS/JavaApplicationStub
Identifier:      JavaApplicationStub
Version:         ??? (???)
Code Type:       X86 (Native)
Parent Process:  launchd [94]

Date/Time:       2011-09-29 16:35:12.826 -0400
OS Version:      Mac OS X 10.6.8 (10K549)
Report Version:  6

Interval Since Last Report:          22011 sec
Crashes Since Last Report:           18
Per-App Crashes Since Last Report:   8
Anonymous UUID:                      5F30BB74-2991-4ACA-B212-05D4D5776997

Exception Type:  EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread:  0

Dyld Error Message:
  Library not loaded: /System/Library/PrivateFrameworks/JavaLaunching.framework/Versions/A/JavaLaunching
  Referenced from: /System/Library/Frameworks/JavaVM.framework/Versions/A/JavaVM
  Reason: image not found

Binary Images:
0x8fe00000 - 0x8fe4162b  dyld 132.1 (???) <749D24EE-54BD-D74B-D305-C13F5E6C95D8> /usr/lib/dyld

Model: MacBookPro6,2, BootROM MBP61.0057.B0C, 2 processors, Intel Core i5, 2.4 GHz, 4 GB, SMC 1.58f15
Graphics: NVIDIA GeForce GT 330M, NVIDIA GeForce GT 330M, PCIe, 256 MB
Graphics: Intel HD Graphics, Intel HD Graphics, Built-In, 288 MB
Memory Module: global_name
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x93), Broadcom BCM43xx 1.0 (5.10.131.42.4)
Bluetooth: Version 2.4.5f3, 2 service, 12 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Serial ATA Device: Hitachi HTS545032B9SA02, 298.09 GB
Serial ATA Device: MATSHITADVD-R   UJ-898
USB Device: Hub, 0x0424  (SMSC), 0x2514, 0xfa100000
USB Device: BRCM2070 Hub, 0x0a5c  (Broadcom Corp.), 0x4500, 0xfa110000
USB Device: Bluetooth USB Host Controller, 0x05ac  (Apple Inc.), 0x8218, 0xfa113000
USB Device: Apple Internal Keyboard / Trackpad, 0x05ac  (Apple Inc.), 0x0236, 0xfa120000
USB Device: Internal Memory Card Reader, 0x05ac  (Apple Inc.), 0x8403, 0xfa130000
USB Device: Hub, 0x0424  (SMSC), 0x2514, 0xfd100000
USB Device: IR Receiver, 0x05ac  (Apple Inc.), 0x8242, 0xfd120000
USB Device: Built-in iSight, 0x05ac  (Apple Inc.), 0x8507, 0xfd110000

I have no idea what this means; I've tried updating and reinstalling both StencylWorks and Flash Player, and I guess I'll do the same for Java, but if anyone has any ideas I'd appreciate them!  It was working fine before the software update so I can only assume that's the issue, although I'm not sure how.

EDIT: Updating Java totally worked but now a bunch of my behaviors are filled with bad data.  Recopying my old games folder to see if that'll fix it after the auto-update.

EDIT2: Well, everything worked out perfectly.  Almost too perfectly.  I'm tempted to be suspicious.  Anyway, lesson learned... When in doubt, update and keep copies of everything!

10
Support!

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Ask a Question / Re: How to create Randomized NPC Dialog, Line Breaks
« on: September 23, 2011, 01:23:38 pm »
Ooh, making the dialog region customizable in the Scene editor works so, so much better, and the \n thing seems to be working beautifully as well.  Randomization works, everything seems to work.  Thank you.  (Oh yeah, updating solved the syntax issue.)

One thing I seem to be running into is two instances where I have to customize the same text list... Let me explain:

Say I have an Actor called Library Shelf.  The dialog list looks like this:
0 Blah blah blah
1 This is a test


I  then use the shiny new NPC behavior on the Shelf actor by going into Enable Customization and picking the dialog region out of the Scene.  Later, I update the list to this, on the Actor's NPC behavior page:
0 This is a library shelf.  You've never seen it before.
1 You read Huckleberry Finn.
2 You read Treasure Island.
3 You read Pride and Prejudice.


...but when I test the game, the list still plays out as if I never updated it, even though the changes have been made in Actor(Library Shelf)>Behaviors>NPC.  I go into the Scene, right click on Library Shelf, and open up the Enable Customization page for NPC... and there is the dialog list, except it hasn't listened to the changes I made on the behaviors page.  It still reads "this is a test".

I think I solved the problem by Resetting All Values in Enable Customization after changing anything on the Actor behavior page.  I dunno if there's a way to fix this because I've never used Enable Customization before, but but just a heads up if someone wonders why their dialog isn't reflecting any changes.

12
Ask a Question / Re: How to create Randomized NPC Dialog, Line Breaks
« on: September 23, 2011, 11:39:23 am »
Haven't changed anything, but I seem to be getting a few syntax errors when testing the RPG Town Updated:

Quote
Behavior: DialogBoxCore at line 238
Call to a possibly undefined method getHeight through a reference with static type stencyl.api.engine.font:Font.
      fontHeight = currentFont.getHeight() + (currentFont.getHeight() / 7);

Behavior: DialogBoxCore at line 238
Call to a possibly undefined method getHeight through a reference with static type stencyl.api.engine.font:Font.
      fontHeight = currentFont.getHeight() + (currentFont.getHeight() / 7);

Behavior: DialogBoxCore at line 423
Call to a possibly undefined method getHeight through a reference with static type stencyl.api.engine.font:Font.
      var height:int = currentFont.getHeight() + (currentFont.getHeight() / 7);

Behavior: DialogBoxCore at line 423
Call to a possibly undefined method getHeight through a reference with static type stencyl.api.engine.font:Font.
      var height:int = currentFont.getHeight() + (currentFont.getHeight() / 7);

On the other hand, the randomized dialog looks easy enough to pull off, and it's exactly what I was looking for! :D

13
Ask a Question / Re: How to create Randomized NPC Dialog, Line Breaks
« on: September 23, 2011, 11:24:59 am »
This is amazing, thanks so much!  I've just read this message now, so I'm going to go try out these lovely new features and report back.

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Ask a Question / Re: How to create Randomized NPC Dialog, Line Breaks
« on: September 23, 2011, 07:51:43 am »
Quote
1. Is it possible to randomize the list items in the Dialog List so that when the player interacts with a certain Actor, the sequences of text that come up is different each time?

It's doable.  Just so I understand - say your NPC has 3 lines of text.  You want it to be a completely random choice each time?  Or do you want the 1st line to be random, then random from the next 2 available, and then the last - and then repeat?

The easier scenario would be a random item each time - even if it means repeating the same line once in a while.  Let me know and I can whip up an example.
Yeah, each time, I think.  I don't mind if some of them repeat; there's probably going to be a lot of lines.
EDIT: Actually, it would be cool if the first line was always the first line and all the rest after were randomized, like so:

0 This is a library shelf.  You've never seen it before.
1 You read Huckleberry Finn.
2 You read Treasure Island.
3 You read Pride and Prejudice.
4 You read...
etc.


But I can live without that for now.

Also, another quick question... How does the Spawn Dialog Region work?  Is it based on the Actor's current collision shape or the image of the Actor?

15
Ask a Question / Re: How to create Randomized NPC Dialog, Line Breaks
« on: September 22, 2011, 05:09:00 pm »
Wow, thanks guys!  I'm going to be getting back to the behaviors tonight and tomorrow, so I'll update this later with how that goes.

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