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Topics - redpesto

Pages: 1 2
1
Hi all,

I have 9 blocks like this:


When you click on a brown block is kills its self. I've been trying to get the blue block to detect when one of the brown blocks disappears and which one(s) have been removed. In my design the blocks are actually perfect squares rather than the wonky sketch above.

Can someone point me in the right direction to do this? The new 2.0 collisions are confusing me a lot.

Lets say you click the brown block above the blue and then the one to the right, how do I go about reporting that via an attribute?

Many thanks, as always!

2
Ask a Question / Am I going crazy!? I can't get any collision to work
« on: June 03, 2012, 02:05:30 pm »
I have a square actor and next to it is another square actor - I've tried all the Collision types to detect they are touching and I can't get them to register with a print 'TOUCHING!" in the console.

Is 2.1 broken!?

3
Old Questions (from 1.x/2.x) / Repel actors on screen touch.
« on: May 03, 2012, 06:29:57 am »
Hi all,
Just trying to find my feet with the new iOS features. What I'd like is a few actors just sitting around and if you touch near one (say you press just to the right of the actor) it repels the actor away from where you are pressing on the screen until it's no longer within the range of where you pressed. Repelling faster if you press closer etc...

Any pointers on where to start?
Thanks.

4
Ask a Question / Rocksteady timing?
« on: April 09, 2012, 07:54:18 am »
I was just over at this thread: http://community.stencyl.com/index.php/topic,8546.0.html and have been making a timer myself this morning. A little different to the one in the thread as mine is more a macro-timer for a music game; bars, beats, 8ths of beats plus a real world minutes and seconds. Here's the code:



Two questions:
I need the timing to be as solid as possible, if I have a scene attribute that checks bar, beat and 8th beat to tigger events - is that the best I'm going to get it? And if everything is checked off against this one clock, syncing should be good right?

and is my timing right in the example? (heh) Things like, Seconds start as 0, when reach 60, reset to 1 etc... can someone just check over my numbers - will be very appreciated :)


5
Ask a Question / Region Attributes
« on: March 21, 2012, 04:24:51 pm »
Hi, how do you name Region Attributes properly?

I have three regions 0, 1 and 2. And I've gone to Attribues and selected Regions and named them Region 0, Region 1 and Region 2.

My actor passes across each region in turn and I have a 'IF Self is inside REGION 0 Play Sound' attached to an actor, which works but I can't get it to work (and therefore play a different sounds) for Region 1 or 2.


EDIT: Just realised in the console I'm getting a constant 'Region does not exist' read out. That might be because I've got things in the Always?

Guide to tracking an Actor passing through Regions please  :D

6
Hello chaps, nice to see you all again :)

I have two buttons, when you press button 1 it starts to play a sound. When you let go the sound stops. If you press button 1 again it starts the sound again from the beginning. Perfect.

Button 2 does exactly the same thing. But the way I got this to work is by using the Stop All Sounds command. I would like this sounds to act this way (retriggered every time you hold the button down) but independently, so if you let go of button 2, the sound for button 1 will carry on playing if you have   button 1 still held down.

Here's the example (You can click on the buttons and/or press Z & X) to trigger the sounds:
http://www.stencyl.com/game/play/11635

Here's the very simple code:


So, to reiterate, the buttons working exactly how they do in the example but not stopping each other's sounds.

Hope that makes sense ;D

Help and advise, as always, very much appreciated,

7
Old Bugs (1.x/2.x) / mstream: Media stream daemon stopping. [SOLVED]
« on: January 11, 2012, 03:48:43 pm »
Hi chaps,
I'm also getting the

mstreamd: (Note ) mstream: Media stream daemon stopping.
mstreamd: (Note ) mstream: mstream shutting down.

error whenever sound is (tried) to be played. Works fine in Flash. Simulator/Console chuck out the error. Will try publishing tomorrow. I added the fix (here: http://community.stencyl.com/index.php/topic,5719.0.html and it didn't change anything.

Would a full console readout be useful?

I even tried the demo games, Drop Blox et al and I get the same error,

Thanks.

8
Here's my demo...
http://www.stencyl.com/game/play/8720


Is it my keyboard or Flash or Stencyl that won't allow me to press all four arrow keys down at the same time? Actually, if you hold DOWN you can press UP but no LEFT or RIGHT.

This kinda sucks for my Dance Dance Revolution-style game.

Can someone test the demo and see if they can hold down all four arrow keys please?

9
Ask a Question / Some questions about sound/audio in Stencyl...
« on: October 18, 2011, 01:27:38 pm »
Hi, I'm making a game that relies on sounds being played at very specific times.

There is some background music playing, its 16 beats long at 120bpm. When you activate a block it will play a duck quack sound every four seconds. Now this should play over and be perfectly in time with the backing music - but it very often goes out of sync.

My questions are:
1) Any way to make this tighter? Would steps be better than seconds?
2) How come the background music loops perfectly sometimes and at others it has a slight pause when it loops? Any way to fix this?
3) Has the sound engine been improved with Flash 11? If so, will the better audio handling eventually come into Stencyl?
4) How's the audio working on iDevices once rendered out of iStencyl? Will I still have the same problems.
5) I've noticed the audio channels block has the Flash logo, that means it won't work in iStencyl right?
6) If so, is there any benefit/loss from having all the music and sounds come out of the same channel, won't they start cutting over each other?
7) Audio in Flash just sucks right?

Think that's it for now haha, any more and I'll post them up. Many thanks for your time!

10
Ask a Question / Collision checks for multiple blocks in a row
« on: October 14, 2011, 11:30:30 am »
The problem I'm having is my player can stand on both block 1 and block 2 and activate them both at the same time. How do I check my player is over the middle of of block 1 and therefore shouldn't be able to activate block 2 just by one pixel touching it. If 60% of the player is over block 1 and 40% over block 2 - then only block 1 should react.

I tried this (the behaviour is attached to the block) but it doesn't seem to be working (have I got my maths wrong?  ;))

11
Old Bugs (1.x/2.x) / Rotation/Spin incorrect
« on: October 11, 2011, 02:05:43 pm »
Spin doesn't work correctly. For example:


Equals this
http://www.stencyl.com/game/play/7142

Press Right a few times and you'll see its not fully spinning 360*

12
Ask a Question / Can I have a step by step for Messaging GET please?
« on: September 20, 2011, 12:23:56 pm »
Been trying to get it to work but no luck. A little step by step with screenshots would be fantastic.

13
Ask a Question / Spawn actor in place of killed one?
« on: September 14, 2011, 12:51:35 pm »
Having a few problems with this.
I have an actor that when you kill drops an item, I was using the create at x/y block but the item takes on the properties of the actor you have killed (collisions etc). How to I make is so a completely different actor spawns in the place of the dead actor, with its own collisions intact.

14
Hello, every time I try to test my game the Flash Debug Console window keeps scrolling to the top so all I can see is where it loaded up the assets. I have to scroll down with mouse wheel every time I move/print please help, its driving me loopy  :'(

15
Ask a Question / If no longer colliding?
« on: September 13, 2011, 01:01:19 pm »
I have a attribute turn True when the player touches a block, if you press X the block kills itself. Even though the block is no longer there the attribute still True. Is something like If no longer colliding... false, possible?

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