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Messages - stevehearn

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Resolved Questions / Re: push teleport bug
« on: May 02, 2015, 09:59:27 pm »
That fixed it, thanks.

Resolved Questions / Re: push teleport bug
« on: May 01, 2015, 04:28:06 pm »
the thumbs database in resources was too large but when i tried again it shrunk to just under 2MB instead of 8MB.
in an action sequence started by clicking any flag followed by the light coloured bear the push is used 4 times to send in 1 direction, stop it, send back, stop it. If force is 0 nothing happens but if the force is non zero the first push action teleports. Later pushes are luck of the draw. Currently i have set push to 2, -2, 2, -2 in custom block AttackChainAnimation because its slow enough to see but usually its 9,-9,9,-9. To test, make the unimportant pushes 0 since they never teleport.

Resolved Questions / Re: push teleport bug
« on: May 01, 2015, 03:16:19 am »
This is the description of how to use it, unfortunately i cant get it under the attachment limit size but you can email me
To run, click on a flag, then click on a creature. The darker creature is the attacker which will attack that creature. The movement of the attacker is teleporting around the screen. It is consistent in its error. If the direction is negative it goes on the opposite side or disappears off the screen.
The battle scene contains most of the code.
Custom block DirectedPush contains all the push commands. It can push in 6 directions but i have restricted it to horizontal animations in this version by only having horizontal data including animations.
Custom block AttackChainAnimation calls DirectedPush to synchronise the movement and animations and is based on setting timers.
The click event is in the scene and the relevant actor is determined by the calculated hex position.
The animations are not that important for the bug but to help understand my structure i have split the animation names into 3 sections, creaturedirectionanimation and i rely on that structure.

Resolved Questions / push teleport bug
« on: April 30, 2015, 11:20:37 pm »
i have a teleport bug for push. I notice another person had a similar bug but was solved so i think this is different. It did not exist in 3.2 7994 build. The force seems to make no difference, only the direction. I have not changed the origin point of any animation. Is this a known bug or do i need to attach my code (minus most animations to help reduce size)?

Ask a Question / grow bug when -ve amounts
« on: April 29, 2015, 07:50:36 pm »
When grow is -ve it stops the actor from being selected by mouse using an Input/On Actor event.
But if i grow it +ve, the events work again!

Ask a Question / Re: Having a scene passing info to actors
« on: April 16, 2015, 08:40:06 pm »
my example gets a value, and setting is similar. Notice the names use "_" which is the internal name. If you look at the actor attribute in the editor you can see what the internal name is. Hope that helps. In this case i look at an actor value from a scene.

Ask a Question / Re: 1. realistic frame delay 2. realistic frame size
« on: April 16, 2015, 03:15:57 am »
1. ok, thats good. i wanted 25fps since similar to video frame rates.
2. i have already turned off the scaling, so i only have 1x. the purpose of the 90% blank space was to make all animations the same size. i had to do this because some of my source animations jump, fall back, attack forwards. I have a single actor that represents all instances of creatures in the game thus making the coding more reliable since there is no duplicated code. If i dont have them the same size, the x,y shifts when i attach animations. Im worried about how the game represents these large images in RAM. Storage in the game file is ok, they remain png, 1x only.

Ask a Question / 1. realistic frame delay 2. realistic frame size
« on: April 15, 2015, 03:21:30 am »
I have a new fast machine with 8GB ram and ssd, so im wondering if if will run into problems later on my or other target machines that are less capable if i have settings of:
1. 40ms delays in all animation frames rather than the original 100ms
2. 800x800 png animation frames that are 90% empty space

thats the cause. when i changed the default animation to one of same size there is no position change. thanks.

in this example i only use one animation. I have other actors in another scene but not this one. I have other animations of different size but they are not used. I dont see how having different sized animations that are not used, or in a different scene can create this 20,20 offset when i load the animation.

its the first animation after i create it. i removed all other actors and it still does a -20 to both x and y coordinates.

i print the x,y before and after. i lose 20 on the x and 20 on the y. Is there some setting i need to change to make sure that the actor doesnt move when the animation is added?

I worked it out and perhaps this will help someone else. It required a following animation to prevent the reversed animation from playing forwards.

I want to be able to specify and actor, and animation, the starting frame, and run the frames backwards to the start.
Does anyone have a block that does this reverse animation that is already used and tested?
If not, what is the right way to finish my version:

Ask a Question / Re: Need New Laptop to Run Stencyl
« on: April 05, 2015, 07:26:24 am »
I recently got an hp pavilion g7 notebook 64bit with 8GB ram for significantly less than your budget if in USD. I couldnt imagine using less than 8GB ram because i hit the default 4GB limit in the 64bit runtime script straight away.

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