Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - YodamanJer

Pages: 1 2
Chit-Chat / Re: A small tip for stencyl, rather when to use it
« on: July 09, 2019, 12:16:52 am »
Hi I'm new to Stencyl I would like to program my own game engine in C and was wondering if anyone had any e
I don't remember posting this

I also don't remember posting it.

Ask a Question / Re: Check time passed when game's off
« on: August 18, 2015, 08:35:42 am »
Easiest way I can think of is something like this.

Save the current time out to a file as the player exits the game.

Upon the player reopening the game, load the saved time from the file, and compare it to the current time.  It should be pretty easy from there!

You should be able to easily do this in even the Save Game attribute.

Chit-Chat / Re: TheIndieStation's main topic
« on: August 13, 2015, 07:59:32 am »
These are amazing! Thank you so much, IndieStation!

Game Art / Re: Non-Pixel Art Thread
« on: August 12, 2015, 08:27:55 pm »
Just made this tileset for my game I'm making. I want to go for a unique gradient style, I think I may have achieved that :P

The hightlights/shadows are still a little off but I am tired and require a good night's slumber before my head hits my desk!

Chit-Chat / Re: Post Your Desktop!
« on: August 11, 2015, 09:18:03 am »
Sorry to get off topic , but what anti-privacy Windows 10 ?

Windows 10 just has a lot of potentially vulnerable "Features".

One is called Telemetry mode, which you cannot disable, and collects internal data on the apps you use, how they perform on Win10, and anything else they deem relevant. All to "improve" the user experience. :P

There's also automatic updates which you cannot disable at all, which I hate because I want to be in control of my system and be able to decide if I want to install the latest updates, since I had such a bad experience with an automatic update a few years ago on Windows 7. It bricked my system and I had to do a reinstall. Another one previously had disabled my ability to create new folders anywhere on the system, which was annoying but thankfully fairly easy to fix.

Plus, back to privacy, Windows 10 requires a Microsoft account for almost everything, which is just flat-out annoying. :P

Fixed Bugs (3.x) / Re: Error creating a tileset on Linux Mint 17.2 64bit
« on: August 11, 2015, 09:10:08 am »
Good to know, thanks! :)

Fixed Bugs (3.x) / Error creating a tileset on Linux Mint 17.2 64bit
« on: August 11, 2015, 08:47:24 am »
Hey guys,

May have found a problem trying to make a Tileset in Stencyl Build 8495*.

This is the error that I get:
Code: [Select]
Unexpected problem on thread AWT-EventQueue-0: java.lang.IllegalArgumentException: Width (-48) and height (0) cannot be <= 0
java.lang.RuntimeException: java.lang.IllegalArgumentException: Width (-48) and height (0) cannot be <= 0
at javax.swing.SwingWorker$ Source)
at javax.swing.SwingWorker$ Source)
at Source)
at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(Unknown Source)
at javax.swing.Timer.fireActionPerformed(Unknown Source)
at javax.swing.Timer$ Source)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$400(Unknown Source)
at java.awt.EventQueue$ Source)
at java.awt.EventQueue$ Source)
at Method)
at$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at Source)
Caused by: java.lang.IllegalArgumentException: Width (-48) and height (0) cannot be <= 0
at java.awt.image.DirectColorModel.createCompatibleWritableRaster(Unknown Source)
at sun.awt.X11GraphicsConfig.createCompatibleImage(Unknown Source)
at stencyl.thirdparty.misc.gfx.GraphicsUtilities.createCompatibleImage(
at stencyl.sw.editors.tileset.TilesetTab.<init>(
at javax.swing.SwingWorker$ Source)
at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
at Source)
at Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$ Source)
at Source)

I have attached the log files as well. Any help/advice is greatly appreciated!

*EDIT: It seems to be an issue related to build 8495 only, as I dropped back down to 8281 and my tileset actually generates!

Chit-Chat / Re: Post Your Desktop!
« on: August 10, 2015, 06:36:55 pm »
Here is my desktop, currently running Linux Mint 17.2 which I actually just installed today. I am loving it so far, very reminiscent of Mac OS X and Stencyl seems to work flawlessly!

Can't think of a more fitting background, since the whole point I switched to Linux was because of the anti-privacy Windows 10.  :P

Ask a Question / Re: Tiles displaying incorrectly?
« on: January 04, 2015, 04:17:11 pm »
Ah, that seems to have solved the problem!

I had to make a new scene and change it so that the tile size was 16 and 32 and that did the trick! Actors still display nicely and how they should, so this looks like the perfect solution. Thanks for the quick help! :)

Ask a Question / Tiles displaying incorrectly?
« on: January 04, 2015, 03:35:29 pm »
Hi guys,

I'm not sure if this might be a bug or not, but I have a tileset compose of images that are 16px wide by 32px tall (for a sideways breakout clone).

As I'm placing the tiles in the editor, this is what it looks like (first attachment).

But once I compile the game, this is what happens... (second attachment)

I'm not sure if there's a way to "force" the scene editor to display the tiles properly so that I can place them correctly. Is it because I'm using odd dimensions for the tileset? Do you guys have any recommendations?

Chit-Chat / Re: What is your process for designing levels?
« on: December 28, 2014, 07:13:38 pm »
It depends on the kind of game, but I have been known to sit for hours at a desk just drawing multiple different kinds of levels. Usually, I will figure out what the player has to do in the level, what the overall goal is, what bonuses might be available in said room, and then just go from there. I try not to put too much thought into it.

I usually go for a grid-based approach too, even in my 3D games. It might be a form of OCD, or just personal preference, I'm really not sure. :P

@Stencyl Ninja:

I was thinking of something like that as well, simply put, if the player is jumping and a tile is a passable tile, the player is switched to an animation with no collision until they land on top of the tile. But you're right, that does have a few caveats!


I was also considering that! That will probably end up being the best way to do this, because any other way has a lot of drawbacks and is more complicated than it should be (or, at least I think so! :P ).

I will do some experimenting and let you all know what I come up with in the next couple of days. :)

Chit-Chat / Re: What Have You Been Playing Lately?
« on: December 08, 2014, 11:25:57 am »
Super Mario 3D Land is surprisingly enjoyable

It's one of my favorite recent Mario titles. It and "Galaxy" are probably my very favorites, although there will always be a special place for Super Mario 64!

I've been playing games on my PC and 3DS, namely MechWarrior Online, Goat Simulator, Super Mario 3D Land, A Link Between Worlds, and Paper Mario Sticker Star.

Wow, thank you Irock, that's a great place to start!

Looks pretty easy! Way easier than anything I tried in GameMaker. :P

Ask a Question / Making jump-through platforms that have enemies on top?
« on: December 08, 2014, 10:03:42 am »
Hi guys,
I'm very new to Stencyl and one thing I'm very curious about is how to create jump-through (or one way) platforms. I've seen the video by Sunrise Kingdom, but he doesn't explain one very important thing; if enemies can still be on top while the block isn't solid!

Think of the Mario games and how Mario can jump up through certain platforms, even while enemies are on top. This to me shows that the enemies have a separate collision group from the player, and that's how they're able to stay on top of the non-solid block.

Or is there another way that somehow disables the player's collision, if it detects that a block is passable? I am looking for any methods as to how to do this, since the game I am developing will require a lot of it!

Thanks to all who can help me out :)

Pages: 1 2