Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Oct 08, 2019 · View creator page →

Creator of

Recent community posts

Glad you got it working!

Having a behavior with the same name as one from the pack already in the game is the only way I could get something similar (but not quite the same) to your issue, so I recommend you delete your old Health behavior and try again.

(1 edit)

This seems to be related with a new feature in the private builds for missing custom blocks, but it shouldn't be triggering in this case. Do you happen to have another behavior called "Health" in your game before importing the resource pack? I'll run some tests on my end to see if I can reproduce the issue.

Edit: I tried on b11028, importing the resource pack into a brand new game with only one scene, and I cannot reproduce the issue. I can only test on Windows, and I'm not sure if this issue is OS dependent. Can you do the same test on your end, importing the resource pack into a new game with only one scene?

Appreciate it!

Yes, your actor's animations by themselves have no bearing in how the behavior works. 

You must extract the .rar file (with winrar for example) to get the contents of my resource packs, which include the .png you can import into Stencyl (File > Import Resource), documentation and the project file for the sample game.

For inventory system, check my RPG Elements pack. As for the inventory menu itself (item management and stuff), you'd have to create it on your own, as I have not made available my menu systems in general yet. But in general, it is possible to switch between menus, provided you code the appropriately.

This map system was inspired by all the 2D metroid/castlevania games, as well as map systems from several other games, Zero Mission included. So yes, you should be able to make something in the scope and size of Zero Mission.

You can open the sample game without issues with your current build of Stencyl. You can just hit ok on that warning and you are good to go.

That is independent from your code. That issue is related to friction. This video explains it in detail: 

The short of it: set the friction to 0 for your actor. My "Player Control" behavior from this pack already handle slowdown and everything else.

You'll have to elaborate a bit. Are you using your own behaviors for movement? What do you mean by "sides of platforms"?
The cutscene pack replaces the miscellaneous pack, as it contains everything in the miscellaneous pack and more. Both packs have the "Player Control" behavior for platformer movement and it works pretty well. Issues with actors getting stuck while using it would mean problems somewhere else, such as the actor's friction settings, or if your player is standing over a row of missaligned actors.

Appreciate it, thank you very much!

Hello everyone! This week I've released Luyren's AI and Combat Pack for use in your Stencyl games. It is a collection of configurable and reusable pieces of code that allows you to add attacks, manage health and energy, customize special skills and AI patterns for enemy and bosses in your game. It also includes raycasting and 8 way movement behavior, with analog support. It comes in two versions:

  1. Basic Combat is the free version, including basic attacks and patrolling AI.
  2. AI and Combat, with a behavior that allows you to configure any number of special attacks, each with their own conditions and inputs, as well as more AI behaviors to fully customize enemies or allies in your game.

You can get it, as well as play the showcase sample game, here:

Release Trailer:

I'm using the most recent private build, which subscribers have access to. But Stencyl itself is the same regardless of your subscription status. Subscribing gives you access to the export options related to your subscription plan and the private builds, that's it.

There are a number of ways to do it, depending on how you setup the dialog interface for each actor. I recommend using the Events Manager behavior in your "NPC" actor.

1- If your dialog is set on scene coordinates, you can just make the same actor use different presets to represent different actors speaking. If you are using the dialog like speech bubbles at each actor's position, use the other mehtods.

2- If your player is pressing a key to activate the cutscene when near an actor, then you have to use the "Set Actor" event to switch between "Self" and "Player Actor." That way, when you reach the dialog events, you'll be calling the dialog for different actors.

3- If your actors are not colliding or interacting via key press, you can use the "Get Player Actor" event. Then, use the same method described in 2. The player actor must be on screen for that event to work.

4- If the dialog doesn't involve the player actor in any way, you can use Instance Customization for the actor that has the cutscene script, configure the "Cutscene Actor" attribute to the other actor you want to take part in your dialog, and again use the Set Actor event, now setting it to Cutscene Actor (check the attribute's description in the Events Manager behavior).

5- This is a bit more convoluted: you set up a script in each of the actors you want to speak in the dialog. You set a global value to increment by 1 after each dialog, and the scripts just use that global value as a condition to play the dialog for each actor. It becomes a sort of back and forth between two scripts.

The Set Actor event basically switches which actor is being target by the events.

This is a script that has an example of back and forth, using the "Get Player Actor" event. Only I'm changing between the Player Actor and a Stored Actor at key 0. If you create actors through the cutscene script, you can store them and reference them later to be targeted by events like this.

You can check the specific of those events in the Behaviors List file. Go to the Events Manager explanation, and look for the "Events" explanation. That info is also in that attribute's description in the Events Manager behavior itself. But either way, I'll definitely include that in the expanded video documentation!

No worries, glad it is working! And it's alright to ask questions here!
I hope the documentation will work for you, but either way I'll make a video explaining the dialog interface behavior in the coming days, and I hope that will be of help.

Hi everyone!

The 19th Stencyl Jam will be starting soon and I decided to release a new resource pack, so everyone will have extra resources to work with! 

It includes:

  1. Camera Follow: a camera behavior with several smooth movement options.
  2. Camera Lock: locks the camera at certain positions on the scene.
  3. Debug Mode: several debugging options that can be called in-game. Doubles as a cheat engine.
  4. Follow Point: configure several movement sequences for your actors, that can be called with a custom block.
  5. Orbit: configure several orbit-like movements for your actors, which can be called with a custom block.
  6. Play Sound When Created: plays a sound when the actor is created, with the option to change the sound based on the animation.
  7. Raycast: provides a custom block that detects tiles between two points.
  8. Scene Actor Spawner: create actors based on the camera position. Can be used to create weather effects.
  9. Semi Solid Position: configure semi-solid platforms with irregular collision.

It's compatible with all my other resource packs as well. You can get it here:

Hope you find it useful, and happy Stencyling!

Luyren's Map System is now available! It's a metroidvania-style map and mini-map system you can use in your Stencyl games.

It features a highly customizable map layout, scene switching behaviors that preserves the players momentum and saving behaviors to keep track of the scene in which the game was saved.

Happy Stencyling!

I'm happy to announce two new resource packs for your Stencyl games:

Luyren RPG Elements Resource Pack

This resource pack comes with behaviors to customize character growth through in-game statistics, such as level and status progression, customize equipment and combat statistics and define damage type and status condition resistances. It is also fullly compatible with my Miscellaneous Behaviors pack.

Luyren's Cutscene Resource Pack

From NPC interactions, dialog and treasure chests to enemy AI patterns, and even entire Visual Novels, this resource pack gives you the tools to create scripts, which can be used in a variety of ways. This pack features versatile day and night cycle system, enabling you to create NPCs with their own schedules, as well as a robust dialog customization system. A behavior to configure gamepad and keyboard controls is also included, allowing you to create your own menu to change controls in-game. Finally, it comes with an RPG variation, which includes all the behaviors from the RPG Elements pack.

I hope you can make good use of them.

Happy Stencyling!

Hi everyone! I just released a collection of behaviors made for Stencyl games. These include special effects such as after images, tint screen effects and particles, as well as some general functionality like soundtracks, light sources and saving actor information, and they work on any genre of game. If you are developing any games with Stencyl, these might come in handy.

You can check them here:

I'm also working on other resource packs for Stencyl to be released in the near future, and eventually make proper games with them, so keep an eye out for that if you are interested.

Thank you for reading!