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Messages - jsblack

Pages: 1 2 3 ... 8
1
Game Ideas / Re: Zooming and Rotating camera
« on: April 23, 2017, 04:55:28 am »
Any update on this code? Can we see what it looks like?

2
Thank you guys for the feedback. I managed to find the solution thanks to your line of questions. 

The problem was that I when I created the Actor at runtime, it was being created with dependencies on certain global variables whose attributes were only set several events later. I'd never had this problem before because I'd always used the scene designer to spawn the actors which meant it just happened to load in the correct order.

But anyways it seems to be working now that I made the global variable events execute first.

Thanks again!

3
Hi All,

Title pretty much says it all. When I place my actors in the scene with scene designer, they work properly. However when I instead create them at runtime they behaviour very strangely .  I feel like I am missing something fundamental to how Stencyl prioritises actor creation at runtime vs in the scene designer.

Any and all help would be much appreciated! 

4
Ask a Question / Can I use Regions with Simple Physics?
« on: January 05, 2016, 10:24:18 pm »
Or do I absolutely have to have Box2D turned on?

Cheers


5
Ask a Question / Re: Cutscenes
« on: December 02, 2015, 06:31:03 pm »
What formats does "AviUtl" export to? I'm guessing Avi...

6
Ask a Question / Export to HTML5?
« on: December 02, 2015, 06:29:50 pm »
Hi All,

Can I export my game as an HTML 5  package?

Cheers

7
Ask a Question / Re: software to make particle effects?
« on: November 29, 2015, 12:28:49 am »
There you go =)
http://www.rigzsoft.co.uk/download-timelinefx/

Whoa that looks awesome.  I've downloaded it and played around a bit, but I can't seem to export to test out how the frames look in-game. Do you use this a lot?

8
Ask a Question / Re: referencing an actor not yet in the scene
« on: November 25, 2015, 11:52:18 am »
Hmmmm. Why not just put the code you need inside "When Creating" in the actor that gets spawned?

9
Ask a Question / Re: Yes/No answer collection!
« on: November 25, 2015, 11:49:59 am »
This all looks OK.

I don't really see what the issue is, other than in the last picture you are showing a way to tie the score into giving a chair, but you've not shown us how exactly you are assigning that score. It would make sense that the score is assigned whenever a "YES" is pressed and "YES" was the correct answer. You just need a few IF Statements.

10
Ask a Question / Re: Time blocks not working
« on: November 25, 2015, 11:46:00 am »
It looks like you have a "java.lang.NullPointerException". That usually means that there was a variable you forgot to reset when the scene reloads. Step back through your code and look at what happens when the loop finishes, because when you restart the loop there is something that is "out of bounds".

Good luck!

11
Ask a Question / Re: Scene size
« on: November 25, 2015, 11:42:54 am »
What size would you make a scene if it's a metroidvania style game. 

This depends on a lot of things :)

   - What platform are you building the game for?
   - How crazy do you want to get with tiles and backgrounds?
   - Do you want scrolling action or do you just want each scene to be a static map?
   - What do you think looks nice?

I am making a top-down dungeon crawler and I chose a scene size that was the exact width of my monitor. Makes it easier when I am playing and designing it. I have no idea how it will look on other people's screens.

12
Ask a Question / Re: How to follow a path made by an actor?
« on: November 22, 2015, 04:12:46 pm »
What is this "follow path" behaviour you speak of? The only block I have is one that makes a region follow a player. I'm currently writing up A* to do the pathfinding. It is taking me ages but I've now almost got it.

It's one of the default behaviors. If you click "Add Behavior", it's under "motion". The behavior lets you specify a list of coordinates for the actor to follow. It also includes a few custom blocks to let you modify the coordinates in-game.

There is an A* extension that seems to be broken. It doesn't look like it would be hard to fix, but the original author appears to have not been online in a while. I'm not sure it's being maintained, and I don't see it on the list of extensions in the extensions market. There have been a number of other A* implementations over the years. It's pretty tedious  :P  I just finished one myself, but it's designed to solve a different problem.

Wow, I had no idea that was even a behaviour option. I might use it along side A* for some other things like water or light.

Yeah I tried the A* extension but it was broken and I didn't learn anything by trying to figure it out, so I am just writing up my own. I've gotten to the stage where the AI can find the correct path and avoid obstacles, but it doesn't always pick the best route. I've got to had another layer of optimistion so that after checking all the F values, it then also checks the H Values in case there are any multiple matches.

I've found that by far the hardest part of coding A* is getting the data in and out of the structures in a meaingful way. It's taken me many failed attempts. My game moves on a grid, so I've settled on using a 2D array, where each entry is itself a Map which contains all the information about each node. 

I've also pre-rendered all the H Values (16 by 31 tiles so like 496 different arrays!).  Getting all the data to talk to itself has been really tricky.  It's hard to trace bugs. Anyhoo, I feel like I am really close. I think another few days of full time development and it will be "good enough".

Then I actually start, like, making my game :) :)

13
Ask a Question / Re: Please help
« on: November 22, 2015, 01:09:02 pm »
There are lots of ways to do this.  Once you kill the boss, transition to a screen that is your "level select" screen. From there, users can choose a level to play which will then load up the corresponding scene. Perhaps something like Scenes 1 - 5 are level one, 6 - 10 are level 2, and so on and so on.

To make the next level unlocked, simply have a boolean check when the boss dies to change the behavior of whatever button you chose as the level selector for the next level.

14
Ask a Question / Re: How to follow a path made by an actor?
« on: November 22, 2015, 11:55:26 am »
The simplest solution I can think of would be to just use the "Follow Path" behavior that comes with Stencyl. Each time your main actor enters a new tile, add a new node to the following actor.

An alternative solution if you have more time would be to use some kind of pathfinding (A*, etc.). You would need something like this to handle scenarios where an obstacle (like another NPC) intercepts the path between the main and following actors.

What is this "follow path" behaviour you speak of? The only block I have is one that makes a region follow a player. I'm currently writing up A* to do the pathfinding. It is taking me ages but I've now almost got it.

15
Windows / Mac / Flash / HTML5 / Re: weird fake metroidvania game
« on: November 21, 2015, 06:41:42 pm »
Oh my god my eyes. I thought the super double jump was fun, but after hearing that same chord 200 times I just had to turn my speakers off. The rain level was relaxing.


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