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Messages - eazelborn

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1
Hello.

I have a simple "robot shooter" that sits and shoots blue electric balls every three seconds.  I want it to continue shooting even when off screen so the electric balls can travel longer distances, and come in from the side of the screen before the main actor gets very close to the shooter.

I have made both the shooter and the electric "ball of death" always active, but the shooter doesn't actually shoot until it is on screen.  The weird part is that it half-works- if I make a shooter off-screen, when I get there there will be a lot of electric balls just stuck next to it.

This tells me that the line creating the ball of death is working and the one pushing it to the left is not.

Why would this be? Thanks for helping me figure this out. I have attached the relevant code blocks, please let me know if you need anything else.

2
Ask a Question / Using Platform Pack, still fall off moving platforms
« on: October 20, 2013, 09:52:49 am »
I am using the Platform Motion behavior on my platform, the Ride platform behavior on my actor, and have created a new group just for platforms.  I saw some other threads about falling off of moving platforms, but all seemed solved when the OP switched to the platform pack.

Mine still isn't working! The main actor will stand on the platform, but it slides left and the actor doesn't move with it.  Not sure what to attach since this isn't really coding that I've done, but implementing the platform pack not working.  If anything would be helpful let me know and I'll upload it.

Thanks for the help!

3
Ask a Question / Re: How to Reset Scene when switching to it
« on: October 13, 2013, 05:53:56 pm »
I figured out a fix! It isn't great, but it works.

I realized that when you return to the level the problem was only that it was still paused, or at least half paused, but it actually did start at the beginning behind the frozen pause menu. I just unpause the level right before switching to the level select scene, which you can briefly see, but this way it is unpaused when you return.

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Ask a Question / Re: How to Reset Scene when switching to it
« on: October 13, 2013, 01:17:04 pm »
I'd love to! I don't think it's really arcade-ready, so how would I go about sending the project file?  When I transfer it between computers it doesn't work unless I also move all the art, etc to the new location as well.  If I just export the file, my understanding is it's a framework but you would also need all the auxiliary art files for it to work... 

I'm an expert at posting screenshots, but haven't done anything like this yet.  How do I go about sharing it with you so you have all the pieces?

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Ask a Question / Re: How to Reset Scene when switching to it
« on: October 13, 2013, 09:50:33 am »
That's what I thought it was supposed to do, but it isn't what happens.

My scene is empty (for testing purposes), with only ground, a pause button, and the main actor.

When I return to the scene it is half-paused, with the pause menu still visible and everything greyed out like when you left, but you can move the main actor.  If anything besides what I've already posted will help let me know.

6
Ask a Question / Re: How to Reset Scene when switching to it
« on: October 12, 2013, 07:04:07 pm »
The problem is I'm not reloading the same scene.  You go from the menu/level select to the level.  So for example,  I choose to play level one.  Half way through the level, I pause and return to the menu.  If I decide I want to play level one again, I click on the level one button.  Instead of going to the beginning of level one, I am where I left off last time.

I have to use a switch scene block because the scene is switching from the menu to the level scene, but I want the level scene to be at the beginning every time.

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Ask a Question / How to Reset Scene when switching to it
« on: October 12, 2013, 04:26:53 pm »
I have a level select with buttons which you press to switch to various levels.  The problem is, if someone pauses in a level, clicks the 'return to menu' button, and decides to try the level again, they come back in where they left off/with the pause menu still there. 

How can I make it so that anytime I switch to a scene that scene is "at the beginning"?  I don't see a transition option that both reloads and switches to a scene, and attempts to combine multiple transitions are obviously not working.

Thanks.

8
Did anyone find a solution for this problem? I have a similar problem with my game, described in this thread:

http://community.stencyl.com/index.php/topic,24864.0.html

Upon collision with the ground, my character dies, and no moving of code blocks that I've thought to try has fixed anything.  Thanks!

I attached a pdf describing my problem- I made it for a friend who does iOS programming but not with stencyl, so ignore the first section. :)

9
Thanks for the idea! 

10
Good question!  I'm glad you thought of trying that, it was working before, I don't know what changed, but now it is not.

The robot doesn't show up when it is in the simulator (used for the screen shot attached) or on the device, but it does when in Flash.   The immediate death in iOS is again the same, and not present in Flash.

Attached: 
-One picture of the level builder, showing the two actors (red monster is main character) separated by black, impassably solid tilesets.

-Screenshot of right before death in iOS simulator, with weirdly rendered black tiles and no visible robot

-Screenshot of Flash testing, with everything working properly

Just ask for anything else. :)

11
That's what I've done already, it's in the code block I posted. 

The problem is that there ISN'T supposed to be a collision at all.  The main character is the ONLY actor in the whole scene. Literally nothing is around, so why would this event block even be triggered to begin with?

12
Ok.  I added a print command at the beginning of each event and looked at the results.  For the first 11 "when updated" cycles, only the three when updated events were processed, as expected.  On the 12th time through the cycle, the "self hits type enemy robot" event is added to the cycle and enacted every time after that.  That is why I am dying- it thinks I am continually hitting enemies.

The only actor in the scene is the main actor.  How could it possibly think collisions with enemies are happening every 'when updated' cycle?

The log is just a long list of the things I told it to print.  Would it be helpful anyways? I'm not sure what the best format for attaching a console log would be.

13
I am messing with printing to the log now.  I'll post if anything of interest comes up.  Thanks for the help so far!

14
Here are the code blocks for the Health attribute which are events on my main actor.  The block that starts with "if not recently hit" is repeated all over the game wherever injuries would occur.  Possibly not the best way to do it, if there is a better solution I'm all ears, but that's what has been working so far.

15
I do have a lot of behaviors and events attached to my main actor. I didn't know they could run in an order different than listed!

 Is there a way to find out which order they are acting in so I can see if this is the problem?

Thanks for the help.

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