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Messages - chongyunxiang

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Game Art / Re: Post Your Music thread!
« on: August 08, 2016, 10:52:06 pm »
Ceosol's right! I'm also a full-time musician dealing with most aspects of music and sound related work.

The programs I used are:
Cubase V5 (its an old version, they now have v8 which I intend to upgrade soon)
Native Instrument Massive
Windows 10.

That's basically all. The keyboard controller I used is a Korg 25 Microkey which I got during my trip to S.Korea.

Here's another one for a fellow stencyler:
Let me know if you have any questions!

Game Art / Re: Post Your Music thread!
« on: August 08, 2016, 02:16:51 am »
Since you've posted about NES, here's what I've done!

Paid Work / Re: Writing code for you.
« on: August 05, 2016, 10:19:00 pm »
You all should promote it in the Stencyl FB page!

Hi all, Radical Spectrum has been featured on Steam under the Popular New Releases.

I'm watching theindiestation's video about Lists. Are you referring to his Distance between 2 actor video? And CmdrWhitey13, could you share with us the code that runs your drawing mechanics?

Hi, not sure if this has been done on Stencyl before, but how do I hold down left button mouse and move the mouse to draw a line, when finished, release the mouse and the actor will follow the line?


Ask a Question / Re: How to stop actor from moving after collision?
« on: June 03, 2016, 05:06:05 am »
[Resolved] I finally got time to look into the game and the reason why I can't set the bullet to a sensor is because I need it to produce a response when it hits another actor type. So I set the actor type that I need to remain still, to a sensor instead. So much for thinking about the bullet when I can simply change the state of the enemy itself! Thanks!!

Ask a Question / Re: How to stop actor from moving after collision?
« on: May 30, 2016, 10:24:02 am »
I did just that, but the actor was pushed away by the force of the bullet.

Ask a Question / Re: How to stop actor from moving after collision?
« on: May 30, 2016, 10:15:44 am »
I cannot set the bullet to be a sensor. Is there way to upon collision, set self to last location and disable x/y-speed?
I'm trying to set my actor to stop in it's track for a very short while before killing self once it collided with a bullet.

Ask a Question / How to stop actor from moving after collision?
« on: May 30, 2016, 08:54:51 am »
Hi, how do I stop an actor that has been hit by a bullet, from moving and have it remain in its last position?

I'm able to create a delay in the shooting intervals, but I'm still unable to figure out why I can't create a bullet if I try to increase the force during mouse press. But it works if its just a When Shoot happens, create bullet at front, push last created actor etc etc. Once I added in the function to increase force when mouse down, or when event happens etc, it no longer creates the bullet.

I've attached my file here, hopefully someone can shed some light on this. Hope my file isn't too messy, which I'm pretty sure it is!


Hi CmdrWhitey13, everything works if its on an Always event, but I'm trying to put it in a behavior that can be disabled.

When mouse is pressed, do after 0.5s, set Playing to True, trigger Shoot event in behavior Shoot.

When Shoot happens, increment of Force by 1. If mouse was released, do after 0.2s, create bullet....Set Force to 0, SetPlaying to False.

but it's not working. I want to control the time interval players can shoot and not spam bullets. Not sure if this is the right method. pretty sure it's wrong since it's not working! Haha!

I can't seem to figure out why the bullet is not creating, but I've also managed to make the rotation counter as well as a multiplier when it goes above a certain number of rotation. If any of you would like to see how I did the rotation and rotation point multiplier, let me know.

Now I've also faced another problem besides the Press and Hold. I'm trying to award the players if they use the walls to bounce the bullet and hit the target. It's able to increase the points, but it doesn't work properly. When the bullet(rubber material) hits the wall twice, it executes the If statement to increase the score by 100, which is not supposed to. The If statement to award the player if they can ricochet the bullet off the wall, is when the HitWall and HitEnemy is both True.

I've disabled the Trigger event Hit as I've removed the Hit behavior(it was just something that I was trying quite sometime ago.)

alkanadi, i've added and otherwise statement and everytime I click, the otherwise statement runs. Means my If and Otherwise If statements are not working.

I've attached a screenshot containing 3 Shoot events that I'm trying out. The 1st shoot event works. The 2nd and 3rd doesn't create the bullet. I've only meddled with the Shoot behavior.

KramerGames, I didn't save what I did previously, but the screenshot shows what I've tried.

I tried Tigerteeth method as well. I too find it a much simpler method, but it didn't create any bullets. I think I'll redo this shooting behavior.

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