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Messages - FurizaKold

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it appears my tiles are jumpy/flickering when i walk past them..its a slight wabble back and forth..i have pixel snapping enabled, the actors move somewhat okay, any help is greatly needed...ive tried no smoothing, aa off etc. its def not those that i know of.

update: going to try messing with the camera and see if that helps, will post back..


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Ask a Question / Re: help: weapon behavior, collision.
« on: March 11, 2019, 03:31:46 pm »
Hey decafpanda, thanks, i did exactly as you suggested, i used the "side scroller attack" behavior on forge to get a basic idea of how this behavior works, not sure ifs its the style of collision im gonna go with, but its fine for my initial tests.

Going to build some more collision behaviors and see which i like the best for my project, marking this solved for now.

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Ask a Question / SOLVED: Flash player full-screen FPS 40
« on: March 11, 2019, 05:28:23 am »
I noticed my fps was dropping to 40 when in full screen flash player, had this same problem with windows but luckily changing the scaling settings around brought it back up to 60...cant solve this in flash yet, any ideas?

right clicking flash player, settings, unticking hardware acceleration fixed my fps, and dare i say it runs better than pc now lol...

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Ask a Question / Re: help: weapon behavior, collision.
« on: March 09, 2019, 02:10:56 pm »
thanks amillion for the help, im gonna think on this for a few minutes and update

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Ask a Question / SOLVED: weapon behavior, collision.
« on: March 09, 2019, 01:59:24 pm »
trying to make a weapon behavior, i realize there is a few ways to do this;

1. use multiple single frame animations and call them one at a time to create per frame swing collision..endless animation extension i believe would achieve something like this? not sure if its still functional but the theory should apply.

2. spawn a dummy actor with the weapon swing collision at the actor and then kill it, not sure exactly how this one works.

3. spawn a short range bullet that acts as a sword, i believe ive seen this in-game before, it can look really interesting for certain games but not really what im trying to achieve.  "a curved bullet in the shape of a sword swipe"

so in conclusion, trying to achieve a sword strike, orthographic, angled top down view. i tried simply adding a collision to my attack animation frame, but as many of you know the collision will not be very sword like and play on the first frame of the attack animation..i feel like frame by frame collision "option 1" would be the easiest/best but eh, any opinons or thoughts are greatly appreciated.

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reproducing it now one moment.  attached*  thanks rob.

UPDATE: after running as admin and compiling a few more times for some reason i have stopped receiving this error for now, if it arises i will update, editing this solved for now.

7
windows build, "cant compile destination folder is in use"...i have cleaned my project files, closed reopen stencyl, sometimes it compiles half the time it doesnt..fun stuff..doing some testing will update.

QUESTION A: building in windows takes forever and i have to restart stencyl each time i test the scene or i get the error folder in use...any solution to this? was considering doing most testing in flash if that's the case and only building periodically for windows, target is desktop.

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Ask a Question / "SOLVED" camera scrolling actor jitter
« on: February 28, 2019, 11:47:19 am »
"Actor jittering and or shaking during camera scrolling."

Update:
did some testing, only seeing these issues in the flash build, windows appears to run very smooth, maybe something wrong with my flash install/configuration? trying to solve now, will update with findings..

Update:
still experiencing these problems no matter what platform, it seams turning  vertical physics to 0 makes a lot of the shaking go away...

Update: it appears the higher vertical gravity is set the more the actor shakes when moving/scrolling

Update: found known box2d issue  "Jittery Side Scrolling with Box2D" researching, will update..

Update: turning on pixel snapping under settings has helped a great deal, going to experiment more with camera and character movement, slide block, different x speeds/velocity. marking this solved for now.



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Ask a Question / Re: compile to windows "compiling" nothing happens after.
« on: February 28, 2019, 10:16:49 am »
 fixed for me, solution:

uninstalled visual studio, reboot, downloaded visual studio 2017 community edition with desktop packages/tools selected,
install, and reboot. allow up to 5 minutes for compiling.

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Ask a Question / Re: compile to windows "compiling" nothing happens after.
« on: February 28, 2019, 08:50:47 am »
Hi Rob, I have installed the C++ tools and restarted my pc still showing errors:*

after reviewing my logs i found:

Warning: Could not find Visual Studio 2017 VsDevCmd
ERROR [Thread-23] stencyl.sw.util.StreamGobbler: [haxelib.exe] Error: Could not automatically setup MSVC
ERROR [pool-1-thread-2] stencyl.sw.app.tasks.buildgame.GameBuilder: Failed: Running Standalone (windows). (Return code: 1)
Missing HXCPP_VARS

everything else appears to be fine, im further researching this error now, also i was testing the dungeon sample in flash, noticed the pixels are a little jerky when i moved more than halfway across the screen, its not tearing, just not smooth either..so vague

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Hello,
as the title indicates, i try to compile to windows, get the "compiling" status, goes away and nothing outputs.
using visual studio 2015 with tools installed. thanks for any help.

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