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Messages - SabreWulf

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Ask a Question / Re: Actor Collision Bounds
« on: August 18, 2016, 01:42:54 pm »
Thanks colburt187, that's an option that I will check out.
Your advice is appreciated.

Ask a Question / Re: Actor Collision Bounds
« on: August 18, 2016, 12:42:45 pm »
Hmm, I see what you are saying. I think it boils down to the 3D/2D space problem. The actor I need to use is a 3D rendered graphic.

Anything 2D can be rotated or moved around, after the collision areas are defined. But with anything 3D, even though it's a flat image, it's still visually inherits a 3D space, and  cannot be done because of interaction with a Z plane would need to occur.

If we look back at the rotating triangle (spinning on 3D axis), there is no way to make this move (rotate in 3D) in Stencyl after the collision area is defined.

Even though Stencyl is a 2D only, are there any workarounds/magic to make this possible?
I mentioned setting up an animation/collision area per frame, and using code to put this back together. I've not tried this, but I'm not sure if the collision areas would keep up in real-time.


Ask a Question / Re: Actor Collision Bounds
« on: August 18, 2016, 11:32:59 am »
Sorry, a 3D triangle was just an example, I did not mean to introduce an extra dimension of confusion.  :)

A better example would be to think of something like a slow moving propeller on a plane. During the whole animation, this would encompass a full circle. So, logically you would probably use a circle shape for the collision. However, if this was a very slow moving animation, then having a full circle would not give you accurate collision detection. If the Actor was 64x64 pixels, and the propeller was only 10 pixels wide, this would give you a false collision zone on either side of 27 pixels ( (64-10)/2).

Hope this is making sense.

Ask a Question / Actor Collision Bounds
« on: August 18, 2016, 08:31:40 am »

According to Stencylpedia, you can only set the Actor collisions bounds shape on a "per animation" basis.

So, If you have an actor's animation that moves out your defined collision shape area (eg. a rotating 3d triangle),  then how is it possible to get any collision accuracy in these situations?

The only possible solution to this would be to define each frame of the animation as a separate animation (each having a unique collision shape), and then play them sequentially in the code. But this seems like a bad idea.

Am I missing something here?


News / Re: 3.4.0 (Beta 3) - May 11, 2016
« on: May 11, 2016, 03:00:03 pm »
Anyone else having trouble with Left/Right movements in this version? I've tried several games that use 2-way, and 4-way actor behaviors, and my horizontal movement keys refuse to work.

UPDATE: Tried it again, and the keys suddenly started working again!  :)

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