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Messages - Greg

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Shared Resources / Re: Cutscene pack (now available)
« on: July 06, 2013, 05:26:45 pm »
As my time frees up a little bit, I may try to recreate this (or at least the important parts) in the latest version of Stencyl.   Sorry for my absence -- my kids and job have taken over the majority of my free time and I wasn't able to keep up with Stencyl as much as I hoped.

Ask a Question / Re: jumping?
« on: April 09, 2012, 05:06:05 pm »
Does your scene have gravity?  Did you also attach the "On Ground" behavior to your Actor?

Old Bugs (1.x/2.x) / Re: Very Bad Bug with Mass of Actors(
« on: March 14, 2012, 09:11:36 am »
Does the mass need to be that high?  In other words, can you still achieve the results you're looking for with much lower masses?

Ask a Question / Re: Die in pit wont work
« on: March 13, 2012, 05:18:28 pm »
Is your actor set up to always simulate?

Ask a Question / Re: "switch animation to" not accepting Getters?
« on: March 01, 2012, 07:16:39 am »
In your screenshot, the "as text" block should be the block on the very bottom.  Looks like you have it inserted into the rightmost spot of the "+" block. 

Ask a Question / Re: Polygon Collision Has Problems
« on: February 20, 2012, 04:56:43 pm »
Do you have a screenshot that shows the issue?  I've used this feature a few times and don't recall running into anything like that.

Ask a Question / Re: Detect if an actor is not touching the ground!
« on: February 20, 2012, 08:33:19 am »
I believe this is done on the enemies in the Jump and Run kit.  I haven't looked at it in a long time, but I believe the solution was to spawn two "dummy" actors on each of the bottom corners of the enemy.  These would look for collisions, and based on which one was not colliding, it would switch directions. 

There may even be a resource pack that contains these enemy behaviors.

Ask a Question / Re: If list # is undefined?
« on: February 19, 2012, 09:00:25 am »
There should be a "has value" (or "has no value") block from within Stencyl, I believe in the Lists section.  You'd want to see if your element has no value.

Ask a Question / Re: Origin Points
« on: February 10, 2012, 07:15:56 am »
As far as I recall, origin points should be working properly.

From the Actor animation page, in the Origin dropdown box, scroll all the way to the bottom and there should be a "custom" option.  Here you can specify any point you desire.  This one caught me at first too since I didn't see the "custom" option at the bottom of the list and I didn't think to scroll down.

I haven't fully read through this thread yet, but here's what the Layer Manager behavior does (in a nutshell):

1) Builds a list of all Actors that are currently on the screen
2) Gets the position of the Actor's "feet" (the bottom of the Actor) and adds it to a list of Actors
3) The list is then sorted by the foot position (Actor's higher up on the screen will come first)
4) Then the drawing block simply drives through that list of Actors and manually draws the Sprites.  Since the ones higher up are drawn first, the ones lower down will always draw on top of them -- giving the illusion of depth.

The drawing is done by moving the pen to the y position of the Actor -- so you could easily insert offsets into this part if necessary (the line below that starts with g.moveTo):

Code: [Select]
for (var i:int = 0; i < _ActorList.length; i++)
if(!_ActorList[i].actor.isAlive()) continue;
I'll go back and read the rest of the thread later to see what you're trying to accomplish.

Ask a Question / Re: Control how many particles are on screen
« on: January 28, 2012, 10:18:00 am »
Stencyl doesn't currently have built in particle support - so you have to create your own using a behavior and Actors/drawing.  That said, you can do it however you want. 

Ask a Question / Re: Help: This button is...
« on: January 28, 2012, 10:16:57 am »
We will be unable to help you without knowing which behavior you're using (ideally with a screenshot of the behavior).

Ask a Question / Re: How do I make a character fall?
« on: January 20, 2012, 07:07:45 am »
The Jump and Run kit has a "Falling" behavior.  It works in conjunction with the "On Ground" behavior though.  I haven't looked at it in months but I believe it saves your Y position when it last detects that you're on the ground, then if the position is greater than that, and you're not touching the ground --  you're "falling". 

Shared Resources / Re: Ragdoll Test
« on: January 18, 2012, 10:27:57 am »
Very cool -- the most impressive use of joints that I've seen done so far. 

Ask a Question / Re: How to make collectibles stay collected?
« on: January 18, 2012, 10:26:06 am »
If you're interested - this type of behavior is built into some packs on I have on Forge.  You'd need the 'Enhanced Scoring Pack' and the 'Enhanced Health Pack'.  You attach the health behaviors to the collectible and this has built in support for persistent health.  So the act of collecting the object, reduces its global health to 0 (zero) -- meaning it won't be respawned the next time the scene is entered.

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