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Messages - Luyren

Pages: 1 2 3 ... 69
1
Ask a Question / Re: Finding a number in a line of text
« on: Today at 06:57:31 am »
Get item 1 in list [split "get item # from list" with separator (,)]
You can nest them as much as you want.

2
Ask a Question / Re: Finding a number in a line of text
« on: Today at 06:42:51 am »
In the same place where you find the "split" blocks, there is a block that splits text into a list based on a separator. So if your separator is a comma, and your text is "Metal Block,99" (no space after your separator), it will return a list with items "Metal" and "99".  So you split the text, and use the "get item number # from list []" to get the number.

Example:
Get item 1 in list [split "Metal,99" with separator (,)]
This will return 99.

And if your text can use a comma in its name, just pick another separator. A separator can also be more than one character, if needed.

3
Ask a Question / Re: How to transfer attribute between actors
« on: May 22, 2018, 06:33:46 pm »
Oh still I dont know how to set or get a global value or transfer attribute across any actor!


It's under Behavior > Attributes in the blocks pallet.

4
Ask a Question / Re: Screen recorder
« on: May 22, 2018, 01:17:34 pm »
OBS Studio is open source and can capture gameplay.

5
Ask a Question / Re: [Solved]Camera movement and shooting
« on: May 20, 2018, 01:03:58 pm »
See attachment, this makes something goes towards the mouse (it's either that or you have to add the camera's position to the mouse's position). X of mouse minus X of camera is not a direction, so you won't get it working as you want that way.

6
Ask a Question / Re: Making a ball drop game
« on: May 19, 2018, 03:50:38 pm »
I suggest you start with the Crash Course.

7
Shared Resources / Re: RPG Platformer Kit
« on: May 18, 2018, 03:21:17 pm »
It has dependencies on a few of the changes in Stencyl 3.5, so even if I released pieces of it, it is highly unlikely that it would work on 3.4.

8
Ask a Question / Re: Inventory System Problem
« on: May 18, 2018, 12:14:55 pm »
My guess is that the way you set "Slot Number" has a problem somewhere.

An alternative would be to remove the if statement altogether, and create the icon box in all slots. You just change its animation to the corresponding item in the slot, and add an animation for when it has no items (you'd need an if statement for when that slot has nothing). That way you also have one actor holding all icons for your inventory.

9
Ask a Question / Re: Inventory System Help
« on: May 17, 2018, 09:18:51 am »
I've attached an old version of a behavior to handle inventory that I have. It provides custom blocks to manage the inventory, option to save it in a game attribute and a few options to limit maximum amount of items.

It's just the behind the scenes though; for displaying all the things in the inventory you'd have to make your own. Hopefully this can help you get started.

10
Ask a Question / Re: Working with lists
« on: May 16, 2018, 09:33:05 am »
There is a block for that in 3.5.
For now though, see the attachment.

11
Ask a Question / Re: Example of raycast api using blocks?
« on: May 10, 2018, 06:47:32 pm »
While I'm not familiar with the extension, I can take a guess: that is a return block, so I think that returns a list of all the obstacles between your two points. If you want to check if there is a clear path between the points, the list should return empty.

On a more practical point: set two coordinates on your scene, and put that raycast block inside a print block, and see what it outputs. Try then putting obstacles between the two points (tiles or actors) and see if anything changes.

12
Shared Resources / Re: RPG Platformer Kit
« on: May 09, 2018, 05:45:28 pm »
I'm still alive, still working little by little.

13
iPhone / iPad / Android / Re: BABOOM - A schmuplatformer.
« on: May 08, 2018, 05:48:59 pm »
Looks very interesting, best of luck!

I gotta offer a bit of feedback from the gifs you posted though: the particles of the enemies you kill, falling towards the bottom of the screen, don't seem to be bullets that can damage the player, right? It looks like they would only throw me off, and in a game that requires precision like a bullet hell, that could add needless frustration. I'd change that to a simple explosion or something that doesn't add clutter to the screen or to the player area.

14
In the collision event,  add a "if type of self = one of the two actor's type" (basically, you chose one of the types to run the code) before playing the sound.

15
When you created the Health Points attribute, you set it as an Actor instead of Number attribute. Delete it and create a new one with the correct type.

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