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Messages - HidetoKoudanshi

Pages: 1 2 3 ... 8
1
Ask a Question / Re: Text fields/input - Setting and displaying
« on: January 02, 2018, 12:37:01 am »
Anyone crazy enough to be following this post, I think it's time I realized that Stencyl is great for games but not for text-based item tracking and whatnot. Thanks for trying to help but I'm going to give this up on Stencyl and try my app idea on the PhoneGap platform as it seems better suited to my needs. Good luck on your own projects. :) I'll work on a game idea I have later.

2
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 28, 2017, 05:27:12 am »
I’ll bet I forgot to turn off gravity! Thanks! I’ll test that!

3
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 28, 2017, 01:14:35 am »
Where are the text input boxes in your Flash example? I find nowhere to input any text. When I type numbers, they just show up randomly in your coded example. Shouldn't there be a visible box so people know where their text is actually going? In my code, I just don't know why the input box appears for only a second and then disappears. Any ideas?

4
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 27, 2017, 03:42:38 am »
Holidays ate me. Here's my current event code on my actor in the scene.

5
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 24, 2017, 07:12:25 am »
My apologies then. I thought maybe it not having an image was a problem. If I posted a screenshot of the app running in flash, all you'd see is a 320x480 screen all in blackest brown shade with nothing on it. That's all there is. The text box flashes but for the merest of moments and then is gone.

6
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 24, 2017, 04:23:40 am »
I gave it a 10x10 transparent image so that it has some sort of image and that STILL didn't work.

7
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 24, 2017, 04:12:58 am »
The actor has no image at all because it's not a "character" like Mario in a game. It's meant to be a text box. Do I need to provide a single transparent image as my actor image so that this shows up? Making a text box be an image sounds dumb to me. It doesn't work that way in HTML5 and CSS3. I don't have to provide an image. I just call up a text box and code its size and other parameters, and one is made for me the way I coded it.

8
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 24, 2017, 03:54:15 am »
I made the Capsules attribute as a number attribute because I'm trying to count and display numbers. I redid it as a text attribute and it no longer crashes but when I run it, an input box flashes onto the screen for only a second and then disappears. Then it's just a blank screen of the app and there's nothing to do.

9
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 24, 2017, 03:05:16 am »
I've tried everything. I put up my need for help in the Paid section and will see if I can pay someone to write this garbage for me. If not, I'll just delete Stencyl and give up. Thanks for trying to help, though.

10
Paid Work / Need some code pieces written for text input [CLOSED]
« on: December 24, 2017, 12:46:11 am »
UPDATE: It looks like what I'm trying to do is just too difficult/bothersome for Stencyl, so I'm going to try using another code base to build this. Thanks to all those who contacted me. You did some beautiful work and truly are the professionals you say you are.
____________________________________________________________________________________________________

Since nobody is willing to help me understand this for free, I'm offering to pay someone to write the code bits for me. They must not be copyrighted in anyway and can be freely distributed in any way I see fit.

I need to learn how to create text input fields and how to use them. I DO NOT LEARN BY ADVICE. I LEARN BY SEEING. I am offering to pay a person to write some example code that I can then use as I see fit.

Let's say someone has a list of things they wish to count, like below:

Thing A: # +
Thing B: # +
Thing C: # +

# = How many Things of type Letter, such as Thing A has 4 of it.
+ = A button they tap or click that creates an input field they can type a number into.

How do I make it so for example,  I can tap on Thing B's + button and an input field pops up. If Thing B has 0 things of that type, then it saves the input as the number typed in. If Thing B already has a few things of that type, then it takes the current number of things and adds my new inputted value to it to give me a new total amount of things of that type. Example:

Thing A:    0 + <--- User clicks + button, input field pops up, they type 6, and 6 is saved
Thing B:    3 +
Thing C: 10 +

List now looks like:

Thing A:    6 +
Thing B:    3 +
Thing C: 10 +

and

Thing A:    0 +
Thing B:    3 + <--- User clicks + button, input field pops up, they type 3, 3 is added to original value, saved as 6
Thing C: 10 +

List now looks like:

Thing A:    0 +
Thing B:    6 +
Thing C: 10 +


I then need code that can read the values for Thing A, Thing B, and Thing C and print them on screen as example:

Thing A:    0 +
Thing B:    3 +
Thing C: 10 +

I need this code to be as simple and straight forward as possible. It needs to be usable in any game/app just by customizing the list names (Thing A, Thing B, etc.) and whatnot. I need to be allowed to show this code to anyone for any reason. I will gladly credit the creator of this code in any code I use it for.

Someone please be willing to take this job and tell me how much you'd like me to pay you for this code and we'll go from there.

Thank you.

11
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 24, 2017, 12:35:55 am »
I
What does the “actor value” block do? Is it something related to actor attributes as in that type of value? Because it might not work if this is true; I don’t think text attributes are meant to be put in a block for actor attributes.
I literally have no idea what I'm doing here. I can't even answer your question intelligently.

12
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 23, 2017, 10:09:39 pm »
I tried following that and it didn't help one single tiny bit. Here's what I have so far. Can someone PLEASE help me fix what's wrong so this just plain works before I delete Stencyl and give up? Please no one lead me along with advice. SHOW ME WHAT MY CODE BLOCKS SHOULD LOOK LIKE. The advice JUST ISN'T WORKING. For the Any Key block, how to tell it to set whatever keystrokes were just made?

Also, how do I design it so you have to click on an input field before it will set text so that it sets it to the correct input field's space?

If I have:

Capsule A: __
Capsule B: __
Capsule C: __

How do I make it so that they can tap on Capsule B and it will take input and save the value they want to the CapsuleB attribute and not mess with the other attributes?

13
Ask a Question / Why aren't fonts global? What about behaviours?
« on: December 22, 2017, 10:17:47 pm »
I downloaded a font to use in one app I'm making. I then started a second app and when I went to choose a font, it said I have no fonts. Where is that other font I downloaded and why can't all games access a singular font list and use any of the fonts within? If it's a matter of the game needing the font published directly within it, why not have code that reads from the global font list and adds a copy into the game at publish?

Also, I downloaded someone else's behaviour code for the one app. I want to use it again in another app. Why must I download it again? This will bloat the hell out of Stencyl in time if I make enough games/apps.

Am I doing it wrong? Is there a way to set global fonts and behaviours and have each game/app draw from that?

14
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 22, 2017, 09:50:39 pm »
So I'm chugging along and have my first setter meant to take whatever value the user types in and have it set to an attribute list. See screenshot below. What "value" do I tell it to read that equals the user's input? When the user types into the input field, what is that called so that I can set that text using the set block? That Red X'd "to"? What do I put there?

15
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 22, 2017, 03:24:15 am »
So there's no Default Font? I need to name one there?

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