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 - boxedlunch

Pages: 1
1
Archives / Grid Size Changing
« on: June 29, 2011, 04:33:44 pm »
i noticed that you can't change the tile width or grid size in the scene editor this causes problems when i need straight lines of actors that are smaller than the grid size, and by problems i mean it takes too long. without a grid to use for certain actors, i have to zoom in to get them on top of objects with them being there and not a pixel or two above or below.

could you guys make it so we can change the grid size in the editor?

2
Resolved Questions / Re: look for specific types of actors in regions
« on: June 28, 2011, 04:39:24 pm »
i wasn't able to get the sprites to work just yet, but i'm checking out the barebones platform engine kit. that seems to have what i want, so maybe i'll be able to learn a bit from it.

3
Resolved Questions / Re: look for specific types of actors in regions
« on: June 28, 2011, 11:44:13 am »
Well originally, i was trying to create a platformer engine by myself, because i found the original one that came with Stencyl too complex for me, although i noticed there is now a barebones one, which i will try out later today if i can't get this to work.

The reason i'm using regions is that when i was had a decent working platformer engine working, i couldn't get the sprite changing to work properly. after a decent amount of time fiddling with it, nothing worked. i had mentioned in the topic i was using to ask questions about it, that i'm used to using game maker, and that i've been trying to take one of my old platformer engines and move into Stencyl, and i figured if i could do something similar to how game maker's place_meeting function worked, i might be able to get the sprites to work, since it would be so similar to my platform engine in game maker once i had that.

Somebody suggested to me that if i wanted to do things the Game Maker way, i could use regions to sense the surrounding area of the player. This made it so i had to switch from tiles to actors for blocks. After a bit of time, i was able to get a decent platformer engine working, except for the glitches that i'm talking about now. The regions on the left and right don't really matter, or at least i don't think. I added those after to try and fix the problem of the glitches, but they didn't help.

I also see what you mean about the surface differences of tiles and actors now. I'll try to work with my one that is just the basic physics and see if i can get the sprites working real quick. Then i'll get back.

4
Game Art / Re: Pixel Art Thread
« on: June 27, 2011, 07:56:16 pm »
I don't do very much regular pixel art, i'm usually somebody who uses more doodle-style stuff. but a lot of my time working on stuff is spent zoomed in real close editing pixels one-by-one, so i guess you could call it pixel art. some of these things need to be clicked on first.




5
Chit-Chat / Re: Where are you from?
« on: June 27, 2011, 07:43:51 pm »
Rockford, Illinois, USA.

6
Ask a Question / Re: 3D stencyl?
« on: June 27, 2011, 12:53:55 am »
i think i remember somebody putting something out a while back during the beta that simulated 3D, but i'm not exactly sure where it is, or how good it was. But i'm sure that means that there is at least hope.

7
i've been creating a platformer, and a day or two ago i ran into a problem when trying to get sprites to work, although the platforming bit itself worked fine. i spent a while trying to fix it, and eventually i asked for help. it was then recommended that i use regions to sense the surroundings around the player. this seemed like it would work, especially since the region design blocks seemed to let me be a little more specific than regular collision blocks with what i was looking for. so i messed with my behaviors a bit to work with the new way of looking for surroundings, and after a bit of work, and combining the behaviors together for convenience, i seemed to have a decent working platformer engine that used a different way of collision checking than before. thing is, there is one problem, the player tends to stick in certain areas when walking for no reason, and sometimes you can jump when pressed up against walls, while other times you can't.

here's a copy of the game currently in case you need to see (you may have to mess around with it a bit to get it to happen). the controls are Z and Arrow Keys.

http://dl.dropbox.com/u/10411520/FLASH/PLATFORMER%20GAME%20early%20version%201.swf


Anyway, i'm pretty sure that the reason for this might have to do with how i'm checking for collisions with regions. I know that i can only check for recently created actors, recently collided with actors(which i am using now), self, and actor attributes (which i have no idea to use with this yet), but i think it would help if i were able to check for specific types of actors, such as the block actor i am using instead of tiles. i'm pretty sure that this way i could see if something is near the actor without them having collided with it, or having it be created just recently. Anyway, i was told that there should be a way to accomplish this, i just need to find out how.

Here's the bit of my code that uses the region collisions and stuff, just in case you need to see that before you figure out what i should do.


8
Suggestion Archives / Re: Mini-Suggestion Thread
« on: June 26, 2011, 07:27:53 pm »
i'd like the ability to use actor type and actor group attributes in this block:


it kind of sucks that i can't really be very specific with the actors that i'm checking for, have to work only with the ones that have either been recently created or are have just been collided with. not that those don't work in plenty of situations, it's just that sometimes i haven't collided with things yet, or they've been there for sometime and i still need to check for them.

9
Ask a Question / Re: place_meeting?
« on: June 25, 2011, 07:36:04 pm »
wait a minute, i think i might have an idea that could work. i'll have to test it though.

EDIT: well i had tried working with what you said, to make the regions sense stuff. i had used something i remembered from a tutorial somewhere, and created a region that sat slightly below the player in order to check if a block is below them. So far, no problems, although i did have to switch from tiles to actors for blocks, and the physics aren't quite working yet, but i'm pretty sure i can fix those. I just have one huge problem that is preventing me from doing that. I'm trying to make the regions look for a specific type of actor (blocks) that it's collided with, but when i create an actor attribute, it won't let me pick the actor i want to use, and when i make an actor type attribute that will, it won't let me select in the "___ is inside region" bit. So i have nooooo idea how to do what i need.

10
Ask a Question / Re: place_meeting?
« on: June 25, 2011, 06:21:52 pm »
okay, i'm obviously not understanding this. here's a screen of what i'm doing. again, i'm really new to Stencyl, so i'm kind of guessing for the most part. :-[

11
Ask a Question / place_meeting?
« on: June 25, 2011, 04:39:26 pm »
I've said this before, but before i used Stencyl, i used Game Maker, but came here looking for a way to make flash games. The first thing i've tried to create is a platformer, and so far i've gotten the basic movement working, which is enough to have something for any platformers i plan on making. When i started working on a game using this, i started adding sprites and a way to change them based on what the character was doing (walking, standing there, or jumping). Sadly, i haven't been able to get it to work correctly, and i've tried several ways, including using true/false actor values and checking yspeed/xspeed.

I've realized that if i were able to use my normal way of changing sprites that i use in Game Maker, i might be able to get this to work. I normally use something called place_meeting which lets you check if your meeting a certain object based on where you're at give or take a few pixels depending on where you want to check, and then i use other things like if a key is down, to decide what sprites to change to. for example, if place_meeting(x+2,y,objWALL), would mean that you want to know if a wall is to the right of you, and then whatever you want could happen after.

Well i wanted to know if something like this was in Stencyl, and how to do it with tiles. I am aware that you can use the collision bits in a behavior, but those don't let me check if a player is in the air because from what i've seen, the player has to collide with something to check this, and they aren't colliding with anything if they are in the air. I don't care if it's code, or the blocks in a behavior, i just want to know how to check this. Hopefully knowing this will make my sprites work properly.

12
Old Bugs (1.x/2.x) / Re: problems creating a platformer
« on: June 23, 2011, 01:46:43 pm »
Yeah that seemed to work. Thanks.

13
Old Bugs (1.x/2.x) / problems creating a platformer
« on: June 22, 2011, 08:24:30 pm »
In order to learn how to use Stencyl better, I've been creating a platformer kit to use. I know that there is one that is pre-made and comes with Stencyl, and is probably several times better than what I'm going to create, but i really want to get to know how Stencyl works, and i figure i can do this better with creating my own kit from scratch rather than using a pre-made one and wondering what the heck half of the behaviors mean. I also have made games before using Game Maker, and i much prefer to use my own stuff rather than pre-made engines, unless i can use them to learn how to do certain things.

Anyway, I've gotten most of the basic stuff working, jumping, gravity, and walking, and i did the majority of this without the regular physics that you can add to an object. The problem is, jumping is a little glitchy. Regular vertical jumps are no problem, the player hits the ceiling without glitching and there are no mess-ups on the ground either. But when you jump into a wall while moving towards it, you just kind of stick there until you let go of the key that's moving you toward it.

I've tried to figure out how to how to prevent this. I've tried messing with the x/y speeds when you collide with the walls, and I've tried looking at the pre-made kit for ideas, but it is too different from mine for me to be able to move stuff back and forth, that and you can only have Stencyl open once and one game open.

Anyway, I'd like to get some help on how to prevent this, I'll have a little demo and some screens of the important behaviors below so you can see what i mean, just jump into a wall and you'll notice. The physics might be a little weird right now, jumps too high and stuff and other things like that, but i plan on fixing that later. Stencyl's physics seem to be a little different from Game Maker's.

Controls: Z (Jump)  and Arrow Keys (Walking)
PLAY

some screenshots of the behaviors (click to view fullsize):
MOVEMENT BEHAVIOR

JUMPING BEHAVIOR


14
News / Re: Summer Game Jam (Ends June 30th - Win $100!)
« on: June 22, 2011, 06:51:31 pm »
I just started using Stencyl, are there going to be more of these? I'd like to get a better hang of it before i would make a game for this.

15
Resolved Questions / How do you turn off AA
« on: June 16, 2011, 09:40:29 pm »
i'm working on a game right now, that involves having the character you control facing the mouse so you can shoot where you point. i noticed that when this happens, the graphics don't stay how i would like them to, which is crisp and pixelly looking. instead when the player actor rotates, the sprite for them gets blurred looking, which is fine if i was working with graphics drawn on a tablet, but it's not what i want right now.

is there a way to turn off this blur? i remember during the beta that there was, but i haven't touched stencyl in a long while, so i don't remember how exactly to do it.

Pages: 1