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Messages - wishy

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1
Ask a Question / Re: Tilesets and Scene Designer issues
« on: January 07, 2017, 02:31:21 pm »
So I've confirmed this as working after upgrading Stencyl to 3.4.

Thank you for your reply Justin

Cheers
Paul

2
Ask a Question / Re: Tilesets and Scene Designer issues
« on: January 06, 2017, 11:48:02 pm »
Thank you so much!

But those buttons don't appear in Stencyl for me.. guess I'm using an older version of Stencyl, time to upgrade!

3
Ask a Question / Tilesets and Scene Designer issues
« on: January 06, 2017, 01:50:51 pm »
Hi Guys,

So I'm trying to figure out the best way to manage my tilesets. Once I have initially imported a tileset and start building scenes with them, I'd like to be able to 'safely' update the tileset without issue.

Currently, I am finding that if I change the image created externally from Stencyl, if I attempt to 'reimport' it, the process adds a copy of the latest image to the existing tileset, doubling the number of tiles instead of 'overwriting' the existing ones.

Additionally, if I go ahead with my additional import and remove the older tiles from the tileset (ensuring that my newly imported image uses the exact same columns and rows  as the previous image used.. hopefully to replace the older versions), any scenes that used the old tiles from the tileset disappear.

To make things even more confusing, if I test a scene with missing tiles due to the borked import/update of my tileset, the scene renders with the old tiles as if nothing had happened.. but now my scene and the scene designer are displaying two different things!

Can anyone advise a best practice for managing tileset with regards to updating the imported image or updating the tiles to ensure that the scene designer picks up on the updated tileset and updates scenes accordingly? I've read the stencylpedia which hints at this ability but does elaborate on how.

Cheers
Paul


4
Ask a Question / Re: Lock and Key behavior killing player
« on: April 24, 2016, 03:14:33 am »
That worked great! Thank you so much!!

5
Ask a Question / Lock and Key behavior killing player
« on: April 24, 2016, 02:54:53 am »
Hi Guys,

I have a somewhat simple Actor behavior that essentially kills a 'lock' actor (i.e. a locked door) if the player has its corresponding key. I'm using 'Last Collided Actor' to kill the lock. (refer to attached screenshot for an illustration of the behavior).

Now, I'm testing with two different locks in the same scene (a 'blue lock' and 'green lock' for arguments sake) and the player has all relevant keys for the locks.

My issue is that the first (blue) lock that the player collides into dies successfully, allowing the player to proceed. But when the player collides with the second (green) lock, its the player actor that dies, not the lock actor.

Why might this happen? Something to do with the collision rule (last collided actor)?

Thanks guys

6
Ask a Question / Re: Ladders
« on: March 11, 2014, 03:35:44 pm »
Hey thanks for uploading the behavior, but can you explain a little about how it's applied?

I've attempted to attach this to my player actor while creating a ladder actor (as a sensor in collision settings) but I don't seem to be able to get the player to climb up or down the ladder. Are there any particular physics that should be applied? particular collision groups the ladder actor should be assigned to?

Cheers
Paul

7
Shared Resources / Re: Ladder and Water Pack
« on: March 10, 2014, 07:08:06 am »
Hi Guys,

I too have noticed this, are there any plans to create a bundled behavior that handles things like this? Or is this considered too specific ?

Cheers

8
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: March 07, 2013, 03:12:08 pm »
Will there be an expanded 'built-in' behaviour library? Would love to see more of those!

9
BUMP!

I think this would also be a great feature.

Due to the nature of the visual style used in my project (i.e. a block/grid/pixel style) I've been trying to replicate a similar solution using actors with a square collision shape but having limited success; the region method works much better but is limited by only working within a single region!

If there was a built in mechanism for 'Region By Type' or similar, that would be great.

I notice that the water/ladder packs around Stencylforge employ the "IF 'ladder' is in name of Region THEN bla bla bla" logic. Looking around the forums suggests that a more universal feature would be of great benefit!

Cheers

10
Ask a Question / Re: direction problems on "fire bullet" behavior
« on: January 29, 2013, 01:13:31 pm »
Works great! thank you so much!!

11
Ask a Question / Re: direction problems on "fire bullet" behavior
« on: January 29, 2013, 01:32:15 am »
Great! I'll give that a try.

Thanks Again!

12
Ask a Question / Re: direction problems on "fire bullet" behavior
« on: January 27, 2013, 09:09:39 am »
Hi Again, i've attached the game.stencyl file (if that what you wanted?)

Cheers
wishy

13
Ask a Question / Re: direction problems on "fire bullet" behavior
« on: January 26, 2013, 04:59:18 am »
just as an aside, will Stencyl 3.0 come with more built in behaviors?

I love the idea of being able to use the 'out-of-the-box' resources with Stencyl and would love to see some generic game style packages/behaviors.

Will Jon (or another member of the Stencyl team) be posting an update on that topic?

thanks again

14
Ask a Question / Re: direction problems on "fire bullet" behavior
« on: January 26, 2013, 04:56:35 am »
Hi Captain!

the animations are named exactly as the references in the field values. I'm at work at the moment but will certainly attach the game when i get home.

Cheers

15
Ask a Question / Re: direction problems on "fire bullet" behavior
« on: January 25, 2013, 05:23:58 am »
Hi,

i've attached a screenshot showing what i've visually set the behavior to, everything not in the shot is default (except for 'Use The Mouse' which i've un-ticked).

i've also attached the behavior's code after with the settings set as I thought that might be of more use to you.

Sorry to drag this out, and thanks for the support!

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