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Messages - Sock Puppet

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After making some changes to my player actor behaviour, your horizontal moving platform behaviour now works perfectly in my game. Hooray!

The vertical one is still defeating me, however. It _almost_ works... it works fine when travelling downwards, but when travelling upwards the platform is slowed down by colliding with the player (despite being set to "Cannot be pushed"), and the player character gets continually "bounced".

Would I be correct in assuming that "Cannot be pushed" means that Box2D should consider the object to be infinite mass...? In any other physics engine, I'd be setting my moving platform objects to infinite mass. But Stencyl doesn't have such an option, unless "Cannot be pushed" is supposed to mean the same thing. I've also tried setting the mass of the flying platform to a very high number, but it makes no difference.

Oh, I see. Got it now, thanks.

I've tried importing your behaviours into my project and attached them to some flying platforms. However, this gives exactly the same behaviour as the first version that I wrote - the vertical platform can't move upwards while the player is resting on it, and the player slides off the horizontal platform.

Those behaviours must depend on the player actor being configured in a certain way... I'll have to see if I can figure it out from your example game.

I updated the sample game if you want to see how I used them. It's a .stencyl export that you can import to play around with. Here is the playable sample game:

I can play the game OK, but how do I download the .stencyl export from that page? I don't see any option to do that.

Can we see behaviours of that platform?

There's really no point in that. I've gone through about 20 different versions of this code while trying to get the correct behaviour, and no one of those versions would make much sense out of context. Most of the things I've tried partially work, but partially isn't good enough.

What I need is to see some code which implements the feature correctly.

EDIT: Thanks merrak! I'll have a look.

Thanks merrak. Would appreciate any detail you can provide.

I already attempted a solution exactly as you describe, with the platform collision set to "sensor" so that the Stencyl engine will let it move vertically even when the player is in the way. However this works poorly because (1) if the flying platform moves sideways, the player character doesn't move with it (I can't find any way to update the player's x coordinate appropriately), and (2) jumping doesn't work properly when the player character is stood on the platform.

Ask a Question / Re: Jump-and-Run question
« on: April 29, 2018, 04:20:07 pm »
Those suggestions have no effect. It doesn't matter what the relative weights of the two objects (player character and flying platform) are - the result is always the same. Changing other physics parameters also has no effect on the behaviour.

Is there anybody with a real solution? Surely somebody out there has implemented flying platforms in their Stencyl game!

After trying a dozens or so different ways to do it, none of which work, I'm starting to think that this is simply impossible in Stencyl. If that's the case then Stencyl will be useless to me.

Ask a Question / Jump-and-Run question (Implementing Flying Platforms)
« on: April 29, 2018, 08:02:47 am »
If you're familiar with Jump-and-Run games, you'll know that programmable flying platforms are a critically important feature for any such game.

But as far as I can tell, these are not easy to create in Stencyl.

I have a Jump-and-Run game, based on the Stencyl built-in "Jump and Run Movement" behaviour, with various minor modifications. I also have a flying platform in the scene, which is moving around, and which the player character can stand on. The player character is a "Normal" object type, while the flying platform is either "Normal" or "Cannot be pushed" (I've tried both). The movement of the flying platform is correct as long as the player isn't in contact with it. The following problems occur:

1. If the player character is standing on the flying platform, the flying platform becomes unable to move upwards.

2. When the flying platform moves downwards while the player character is standing on it, the player character's downward movement isn't smooth. They keep falling short distances, stopping, falling short distances again, etc.

This really isn't good enough  :(

Somebody reading this must have implemented a Jump and Run game with flying platforms. Can you tell me what I'm doing wrong, or how this feature should be implemented in order to work properly?

Ask a Question / Scene editor: How to do X
« on: April 29, 2018, 02:14:23 am »
Hi all. There are two important operations which I can't figure out how to do in the Scene Editor. Is there no way of doing these things (that would be bad)? Or is the way of doing it just a bit counter-intuitive?

1. Select a rectangular region of tiles, e.g. to delete a lot of tiles at once.
So far as I can tell, when selecting tiles using the pointer tool, the only way to select multiple tiles is one at a time. This is a big problem if there is a large area of them which I need to delete. I could simply flood-fill the area with an "empty" tile, but since I have multiple layers I'm concerned that all those empty tiles on one layer or another are impacting performance.

2. "Copy" a rectangular region of tiles to the clipboard, then "paste" them somewhere else.

Resolved Questions / Re: ANDROID - Stuck on "Sending to Device"
« on: April 22, 2018, 04:40:49 pm »
Replying on this old thread because it is linked to directly from the Stencylpedia article.

I had the problem where it got to "Sending To Device" and then nothing happened. I had both network data and WiFi disabled on my device at the time. I enabled WiFi and tried again, and it worked. It's not a smoking gun pointing at the need to have some kind of network data enabled, but indicates that it *might* be necessary and is worth trying. My device is a Moto G5 Plus.

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