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Messages - Luyren

Pages: 1 2 3 ... 149
1
A collision block can only be used in a collision event. A custom block cannot be a collision event.

2
Get familiar with the print block. It will show values on the log viewer or game controller (if you have it enabled). Use that to check the relevant values of all your attributes during the course of your system. That ought to help you diagnose why it is not functioning as you expect it to.

3
Ask a Question / Re: "tiny" problem on parallax scrolling
« on: May 12, 2022, 07:55:22 am »

4
Ask a Question / Re: Can I legally distribute Stencyl program myself?
« on: March 01, 2022, 03:59:35 pm »
Link to the Stencyl download page. That's more trustworthy and less troublesome.

5
Archives / Re: Level Reload Freeze
« on: January 20, 2022, 10:31:24 am »
Test the game on Flash. It should give you an error message pointing to the line of code that's triggering the issue. Other than that, you'd have to post a screenshot of your code to get more precise help. There is a camera icon at the bottom right corner to export the entire image of your behavior.

6
You can use a list attribute: https://www.stencyl.com/help/view/lists/
You can check what's in index 0, and do something based on its value. For example if you set it to "Play Soud,Sound Name", it plays the sound. Remove index 0 after it is done, which will drop all items one index, and check the new index 0. That's one example.

You can check the demo version of my cutscene pack if you want an idea of how to play events in sequence. https://luyren.itch.io/luyrens-cutscene-resource-pack

7
Store your sequence in a game attribute, and execute based on values in the game attribute. The executed events can be removed from the game attribute, and you can store manual timers instead of using do afters to keep the continuity between scenes.

8
I don't know. That sort of information may come up sooner in the Stencyl Discord server. I can't say for sure when the next public release will be though.

And on a related note, I did a quick test with Stencyl 4.0.4 and I was able to reproduce it, so it is indeed an issue that has already been fixed in the private builds.

9
I'm using a private build, as I implied in my post, so that's on me. I'm pretty sure people have been using the grow by -100% to flip actors for a long time now though, so I can't tell what the issue is. All I can say is regarding my experience, that in the private builds, and in the next public build, I cannot reproduce this issue as you described.

10
I cannot reproduce this issue. If that was indeed a bug, it has been fixed already in the private builds, and will be included in the next public release.

That doesn't exclude the possibility of that being something in your code. Consider testing in a blank game, with only one actor, one scene and nothing else. Also consider targeting "self" instead of targeting a separate actor.

11
Ask a Question / Re: Creating Attributes in a Behavior
« on: December 24, 2021, 05:08:30 pm »
You'll have to post a screenshot of your code for better help. To my understanding, nothing is automatically converted to anything when added or inserted into a list.

12
Ask a Question / Re: Web request POST block i can't put the site link
« on: December 18, 2021, 04:03:36 pm »
Can you post a screenshot of the block you have? On my end both GET and POST have fields for URL.

13
You must set your actor to "cannot be paused" in its settings. My recommendation is to revert back to the actor method, it's less cumbersome.

Your code also needs to replace the second "if" with an "otherwise", otherwise both IFs will work and your game will pause and unpause in the same frame.

14
Make your code a behavior.
Make a non-hidden actor attribute, and reference that in your code.
When you attach the behavior to your scene, select the non-hidden actor attribute, and select the actor button you placed in the scene designer.

Or, better yet, make this an actor behavior and attach it to your button actor. That way you can reference "self" without attributes.

15
Ask a Question / Re: Invaders - Increment Block
« on: December 05, 2021, 07:04:16 am »
If "Victory Counter" is a game attribute (purple), those don't fit in the increment block. Use the following:
Code: [Select]
Set Victory Counter to [Victory Counter] + 1

If it's a regular blue attribute, just select it from the dropdown provided in the increment block.

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