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Messages - DartaniaThorne

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1
It sounds like you answered your own question.
Question: X of what?  You've got x-position of actor, x-position of background, x-position of mouse hover, mouse click, etc.  You also have x-speed, though that would be mathematically messy.
The key to development is experimentation.  If you don't know how something works, try it anyways.  If it doesn't work, tweak it.
Sorry if I'm not much help, but it's something.

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So I'm making a two-character platformer game as my first project.  I'm using the stock actors for now, until I get some images.  Mambo and Pronger.  They use the same keys, and I will eventually make a behavior to switch between characters.

This issue started rather suddenly, and I wasn't even changing anything actorType-specific between when it happened and when it didn't.  Mambo has no collision on his left side.  Pronger collides just fine, and Mambo stops against blocks to the right, but Mambo doesn't stop against blocks to the left.
He also can't leave green stock tiles while traveling right or down; I assume that bit's normal, except for the part where he can leave them traveling left.

I'm not sure what caused this.  I did a lot of flipping back and forth between Mambo and Pronger, to see the differences.  The only difference I spot is that the collision zone for Pronger is his entire 32x48 rectangle image, whereas the collision zone for Mambo is the weird rounded-corner "Polygon" that comes with the actor.  Again, that part didn't change between Mambo colliding normally and not colliding when traveling left.

Does anyone have any ideas?

3
Resolved Questions / Re: No "Default Value" field for Animation Attributes
« on: February 25, 2014, 07:53:35 am »
I think your first suggestion did work.  I started the whole thing back up this morning, and the actor>behaviors page for Entrance has all three.  Thank you for the information, though, as it would have remained a mystery for a long time.  From now on, I'll try to keep my tabs closed.

4
Ask a Question / Re: painting on backgrounds
« on: February 25, 2014, 07:48:18 am »
If you're just changing the color, then you don't need to create actors or kill actors(sprites).  Just give it an extra animation(the different color) that it switches to when it gets cut.  Instead of killing the actor, disable all physics, collision, and behaviors in that actor.

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Ask a Question / Re: painting on backgrounds
« on: February 24, 2014, 02:28:32 pm »
This depends on how willing you are to tweak your game.  I don't know about you, but a game where every thing you've ever killed shows up is visually unappealing.  What I would do is leave the actor in for a while after the item has been 'destroyed,' and switch to a different animation.  Then after a certain amount of time, the actor is recycled/killed.
Apart from that, although your idea is a good one, it's a little infeasible.  Dropping sprites is often what you have to do. 

However, you can limit the draw of each sprite by making each animation 1 frame, non-looping, with no update behaviors(only when-created behaviors).  You can even make multiple animations for the actor, and have when-created logic to decide which one to use.  That should make the memory draw decrease significantly.  Updating the background every time you destroy an item would probably draw much more than that.

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I have this actor(Entrance) with two, one-frame, animations(Open)(Shut).
Entrance has one Behavior(Door).
Door has three attributes besides the standard "Actor."  (Who?)(Open)(Shut)
Respectively, they are actor type, animation, and animation.
The Open and Shut animations and attributes are only named the same; Connecting them is the problem.

The Who? attribute has a default value field, which I have set to Mambo.  This default is settable from the two areas listed below.  I have to set a custom value for half the doors, because it's a two character game, and I might make separate actor types instead, but that's all well and good.
However, the Open and Shut attributes have no default value.  They don't appear on the actor[Entrance]>behavior page, and the field is missing from the behavior[Door]>attributes sidebar when I click on either attribute.
This means that every level I want to put an entrance on, I have to manually set those values, too, for both doors.

I originally tried to use text instead of attributes.  I drew an error with that, but I probably typed in the wrong piece or something.

Here's my question: Why can't I set default animation attributes, especially at the actor>behavior level?

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