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Topics - wahmpire

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Ask a Question / Math help
« on: November 26, 2016, 11:09:55 am »
Ive hit the limitation of my math and searching abilities...

How can I calculate how to throw something in a perfect arch from point (x1,y1) to (x2,y2)? 
I can imagine doing this with gravity enabled and use force to push at an angle, but not how to calculate the angle and force needed

Ask a Question / Get a live count of actor type
« on: October 25, 2016, 09:36:34 pm »
I need to get a live count of a certain actor on screen.  For example, if there is one actor of the type, the count is one, but if that actor is killed I need the count to go down to 0.  I can easily get a count of the actor, I just cant decrease the count if it dies.   Even a "if actor exists" type of boolean statement would work because I only expect one actor at a time.

Ask a Question / Get items in list in the order they are in the list
« on: October 20, 2016, 09:13:46 pm »
Im creating actors from an ordered list... but when I do a "for each item in list" to create the actors it creates them out of order.  It does always create them in the same order, just not in the order they are in the list.  So instead of getting 1,2,3,4,5,6,7 I'm getting something like 3,5,1,2,7,6,4

Ask a Question / Android graphics optimization
« on: October 12, 2016, 10:10:01 am »
I've been working on my game for quite some time with a targeted Windows platform release.  I have kept mobile in mind though, and made my UI both mobile and PC friendly.  So, I tested my game for the first time in a year on a Note 4 Andrpid device...and it runs HORRIBLY.  Specifically my cut scenes that involve dialogue, faux particle generation, and a lot of opacity functions on ny actors.  On a windows build it runs flawlessly, but android is choking on it.  My game is a 1x scale with no filtering, and I try to keep actor scales from 32x32 to 64x64.  What can I do to improve performance?  I have a theory that 1x scale and no filtering is not taking advantage of hardware graphics rendering, and it is purely rendered from cpu.  Is that possible?  Should I scale smaller actors (maybe 8x8 pixels or smaller) for particles? 

Dialog Extension / How to instantly draw all text?
« on: May 23, 2016, 06:08:59 pm »
The demo for the dialog extension has you press "c" to draw all text, but in my copy you have to hold"c" the entire time, and it only draws text faster and still pauses at all <wait> statements.  Any way to press a button and skip to the next <but> tag?

Bug Archives / Serious bug: Scene being saved as actor
« on: May 18, 2016, 07:57:21 pm »
I've had this happen randomly two occasions now...  On a random build, a scene will write its files as ActorEvents_xx.hx,, and write the scene properties in list.xml as an actor.  The scene XX.scn file will stay until you close and reopen stencyl.  The first time this happened it overwrote an actor with the same number (scene35 overwrote actor35).  This time I got lucky and the scene number was between actor numbers.

The exact scenario:  Scene 36 files were erased, and became ActorEvents_36.hx,  and  The headers of the files had actor methods, but the rest of the logic was the original scene logic.  List.xml had actor properties for the scene (<snippet actorid="36" attachedevent="true" class="scripts.ActorEvents_36" classname="scripts.ActorEvents_36" desc="Actor Specific Events", etc.)

I managed to hack everything back together as a scene with text edits, but this is really concerning moving forward.

Very strange and concerning bug...  I opened a project and a test run failed because an attribute didnt exist on an actor I havent touched in months.  After investigating the actor, all of the events I had been working on in a scene from my last save were now the only events on this actor.  The scene still has the identical events.  The actor failed for missing an attribute in the actor's event logic that is from the original scene.  Even if I had accidentally deleted all events, and copy and pasted over the scene events to this actor, the attribute would have been automatically created on the actor.  The attribute was then automatically removed from the actor after closing and reopening Stencyl, but the rest of the logic has still overriden the actor's original logic.

Dialog Extension / What is the updated code to skip dialog?
« on: April 04, 2016, 06:55:02 pm »
this used to work : for(dialogBox in Dialog.dialogBoxes) {    dialogBox.endMessage(); }

But now results in error:
Events for 'skip': Unknown identifier : Dialog
   from scripts.ActorEvents_811
   line: 93
   columns: 21-27
Events for 'skip': You can't iterate on a Dynamic value, please specify Iterator or Iterable
   from scripts.ActorEvents_811
   line: 93
   columns: 21-39

Ask a Question / How to do a sum total of values in a Map?
« on: January 24, 2016, 12:34:47 am »
I thought the attached code would work, but I get a "cannot iterate on dynamic list" error.   Search is not helping me, though Im sure this has been asked before (sorry!).

Input -> Click event works fine, but "on region" or "on actor" does nothing while dialogue is open.  Is there a code block way around this like the skip dialogue code?

Chit-Chat / Am I being ridiculous? Stencyl for non-game design
« on: August 31, 2015, 04:17:00 pm »
I'm thinking about attempting to use Stencyl for SQL reporting at work.  I've yet to find a nice looking report builder with animations and all the cool things I could do with Stencyl.  The biggest hurdle is building a SQL connector to pass in the query results to Stencyl, but I imagine I can do that the same way Stencyl could grab info from a webpage if I set it  up server side.  Im eagerly awaiting how html5 support works out, but in the meantime it would just be a flash export in an iframe that would look like a reporting webpage with charts and graphs.  Anyone attempt anything like this?  Is using Stencyl to basically make a webpage even feasible?

Ask a Question / How to keep hidden layers hidden when switching scenes
« on: August 22, 2015, 04:30:18 pm »
I have several scenes that work by hiding and unhiding scene layers.  When switching scenes the hidden layers appear while transitioning and then hide appropriately after the transition.  How do I avoid this?  My only solution is to script every individual actor on the hidden layer to be hidden, and Id rather not do that if I don't have to.

Ask a Question / Advice on faster Windows builds
« on: August 19, 2015, 01:54:06 pm »
Ten months into a game, and I'm running into near 40 minute fresh build times.  It's fine for subsequent tests after the build, but anytime a new actor/image/scene is added Im waiting the whole thing over again.  What can I do to trim that down?  The game folder is only 190mb, and only ~60mb for a full game build.  My concern is, Im only half way through what will be the final content.  I have a 3770k i7...would a processor upgrade help?  Already running with max ram with the java .bat tweak.   Windows is the target platform, so switching to Flash is not an option.  Thanks for any advice!

Ask a Question / Memory efficiency question on image saving
« on: August 09, 2015, 12:35:08 pm »
I have about 100 inventory items with individual graphics.  Originally I put them all in one actor with logic to make them appear as as individual items.  I lost my work and need to re-add them.  This time I want to make them all individual actors.  My understanding is that stencyl will compile the images as 100  seperate images that way, whereas if they were all in one actor they would compile to a combined tiled image.   I'm sure it's more efficient to combine them all into one actor, but will I take that big of a hit to separate them?  The images will be 32x32 if that makes a difference.

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