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Messages - NobodyX

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1
Ask a Question / Re: How do I make a Weapon System using maps?
« on: June 25, 2018, 11:10:46 pm »
I think I might see the problem. If I understand things correctly then it's messed up because of the "value of [Currently Selected Weapon] for [Weapon Selection Storage]" part, and you need to just replace it with the game attribute "Currently Selected Weapon" instead.

You want the map to look something like

Weapon_Level_WeaponName1 => value
Current_Exp_WeaponName1 => value
etc
Weapon_Level_WeaponName2 => value
Current_Exp_WeaponName2 => value
etc
Weapon_Level_WeaponName3 => value
Current_Exp_WeaponName3 => value
etc

right?

I can't see the blocks you're using to add additional weapons but if they're the same as in the screenshot, then the map will look something like

WeaponName1 => Bullet
WeaponName2 => Bullet
WeaponName3 => Bullet
etc
Weapon_Level_Bullet => value
Current_Exp_Bullet => value

and each time you use a different weapon you're not writing to new map keys for each weapon, you're just overwriting the ones that end with "Bullet".

If you're making or debugging things like this then it helps a ton to use the "print" block to see what the contents of the map are, in case right now you're trying to do it blind.

2
Ask a Question / Re: How to properly tint in Stencyl?
« on: June 20, 2018, 12:53:31 pm »
Probably "multiply".

3
Quote
Would be nice to be able to sellect  multiple actors, right click, and click group and give the group a new name.
Then code " if this or that, move group xyz to x,y, "

You can use actor values for that to group actors together however you want. For example you can make them have a value called "groupname" and set some of them to "group1". Make a behaviour that lets you set a text attribute in the scene editor and then the behaviour sets the actor value to "group1" or whatever you type in.  And then when you want to control them you can do

for each actor in group/type/whatever
if value groupname = group1
then do the thing

5
Ask a Question / Re: Fire Emblem Movement
« on: May 21, 2018, 10:51:31 am »
I'm sure if you look up "pathfinding" you'll find tons of methods, and then you can pick one and figure out how to implement it in stencyl.

6
Ask a Question / Re: Game size
« on: May 21, 2018, 10:03:12 am »
There are two spots to change which scales your game uses. One is under Game Settings > Desktop (or whatever other platform but you're using desktop obviously). The other is under Game Settings > Settings > Advanced.

Also if you want to remove the files that have already been created then Tools > Game > Cleanup Unused Files should work.

7
Ask a Question / Re: detect angle of collision
« on: May 04, 2018, 11:57:58 am »
Use simple right-angle triangle trigonometry to find the angle. I attached a screenshot of something I have in my game to get the angle between two actors.

I have the "as degrees" block because it converts from radians to degrees just to make things easier on myself but it's not necessary for getting the math right.

8
When an actor uses the "in this behavior" block it'll only affect itself, not other actors. To have it trigger the other actor you can do it like this:

9
Oh, and if two things collide then sometimes only one will register the collision. Because when the first one detects the collision the other one could get pushed away or whatever. So it's generally a good idea to use things like I mentioned any time multiple actors are colliding and you want more than one to do something.

10
One way to change another actor's attribute is with the block in the first attachment.

But I prefer not to use that block because if you use it on an actor that doesn't have the behaviour, or if at some point you changed the name of the attribute, then it'll crash the game.

What I prefer to do when I want to change another actor's attribute, and what is a very very useful thing to learn about in general for tons of different uses... is "custom events". Attachment 2 gives an example of what you're asking for I think. (The other actor has to trigger that event)

http://www.stencyl.com/help/view/custom-events/

11
Journals / Re: 3D Library Adventure
« on: April 19, 2018, 10:25:46 pm »
Ok, so it does increase the resolution of the 3d objects. Thanks!!!!!

And I've been having problems with text being the wrong size when switching in and out of fullscreen. I posted about it here http://community.stencyl.com/index.php?issue=1156.0

12
Journals / Re: 3D Library Adventure
« on: April 19, 2018, 12:42:12 am »
No that's further from what I meant. =p I'm not talking about the camera at all.

I'm talking about where you make the game fill more of your monitor. Either under "Game Settings" or going into fullscreen mode.

13
Journals / Re: 3D Library Adventure
« on: April 18, 2018, 02:13:15 pm »
I always use desktop target so I sometimes forget the 2x,3x,4x actors are a thing. I just meant purely about making the entire game bigger on your monitor (like when going into fullscreen). Sorry I guess I should have said to ignore about actor scales!! (tho I guess someone else might want to know)

I'm almost certain you answered my question and that I understand. I made a picture anyway. So if you go into fullscreen on desktop it'll look more like "B", correct?

(and B is definitely what I prefer, even tho the example makes it look ugly lol)

14
Journals / Re: 3D Library Adventure
« on: April 17, 2018, 02:54:38 pm »
haha nice! :D

The shader effects look cool too, I like the motion blur a lot.

I'm curious about something, so let's say your game is 320 pixels wide and stencyl is scaling it up 2x. Are the 3D graphics drawn at a 640 pixel resolution? or is it still drawn at 320 but each pixel becomes two pixels wide?
I think the latter would be the coolest to fit in with pixel art games (and probably run a lot faster too for fullscreen, I assume)

15
Chit-Chat / Re: Publishing your Linux games on Steam?
« on: March 20, 2018, 07:37:15 am »
What Rob said. But you can use the same PC to have both Ubuntu and Windows installed at the same time. Or maybe even use a VM (virtual machine), I'm not sure.

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