Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JeffreyDriver

Pages: 1 2 3 ... 135
1
Journals / Re: Crossbar Kevin
« on: Today at 01:03:50 pm »
I like the way you're going with this.
1. Hits do not always register.
2. To prevent the button being pressed midflight use a boolean. Call it something like 'Hidden?' and set it to false when the button is hidden. Ensure that your fire code will only run when Hidden? = false.
3. Needs more levels with more challenge.

2
You can't really rely on things from Stencylforge. It's been discontinued so anything there might only be compatible with a much earlier version of Stencyl.

Try the crash course instead: http://www.stencyl.com/help/start/

3
Looks great. Really polished.

4
Anyway, does creating multiple actor types using the same visuals still increase the size of the game file?
I tried doing this method to save space(and convenience) but I guess that's not possible

Do you mean creating actors in the dashboard? I believe so as each actor would have its assets stored separately.

Have you not thought about using images instead of actors for the shield?

Then just use a boolean attached to your actor that checks if the shield is active, and code to check how close a projectile is rather than use collisions.

5
Ask a Question / XML Cannot Build Block (or something similar)
« on: April 12, 2019, 03:43:05 pm »
I ran into a problem where after I'd updated a behavior, in a scene, clicking on an actor that had that behavior attached resulted in a 'this shouldn't have happened' error. The error I saw was 'XML Cannot Build Block' or something very like it.

I tried duplicating the behavior and reattaching it,  but that gave the same error. In the end, I copied the code into a new behavior and attached this to all relevant actors, and that solved the problem.

The issue is solved,  but I'm just wondering if anyone has any insight as to what happened so I can avoid it again.

Sorry, I don't have the logs from the time, otherwise, I would post them.

6
Ask a Question / Re: How to stop an animation?
« on: April 12, 2019, 06:20:02 am »
I think it's because your custom go event is set to run every 0.1 seconds so they'll continue to do that.

Instead, at the end put a do after  0.1 event that checks if the event should be triggered again or not.

Have you not thought about using a drawn object instead of an actor?

7
Ask a Question / Re: Character Controller
« on: April 09, 2019, 05:37:26 am »
You can take it as far as you need to, and you could write this code so that it automatically selects the correct animation rather than having to write logic for each type of weapon.

For example, if all your animations were named like this "Unarmed Idle, Pistol Idle, Rifle Idle" and so on, and you had the current weapon stored in a text attribute, you can retrieve it and create a string.

See attached for the basic idea.

8
Ask a Question / Re: Character Controller
« on: April 09, 2019, 05:01:08 am »
Certainly possible. It just depends on writing the logic for it. Depending on how many different states you need it may get a little complex.

9
Windows / Mac / Flash / HTML5 / Re: My New Project
« on: April 08, 2019, 03:45:40 am »
Added another feature whereby when you look at certain objects, you see them rather than just getting a text description.  It doesn't just make things a bit more interesting but I think it can be used to make things creepier.

10
Ask a Question / Re: Building a second lose condition help
« on: April 08, 2019, 01:47:13 am »
See attached

11
Windows / Mac / Flash / HTML5 / Re: My New Project
« on: April 08, 2019, 01:01:57 am »
Hi Jeffrey,

i am a bit late to it but i like it a lot. The visuals are as ususally "your style" and fresh.
The gameplay is fun and i realy like the vibe of the game.

Some usability minor observations:
  • I would love to walk diagonal. It feels weird that i cant.
  • The screens do not change when i walk towards an arrow tro the end of a screen without releasing the arrow button.
  • Maybe you want to add a system which makes it easier to understand whats interactive and what not (like highlighting the items a bit on touch) - might also make it to easy

Cheers!

Hi Bombini,

Thanks, though that was the first one. The most recent game has changed a lot. It's now quite different.
http://www.stencyl.com/game/play/40137

12
Ask a Question / Re: Building a second lose condition help
« on: April 07, 2019, 07:08:48 am »
Having it as an actor behaviour would probably be a simpler approach.

13
News / Re: Stencyl Jam #18: April 12-22
« on: April 06, 2019, 03:28:02 pm »
Looking forward to this!

14
Have you disabled unused scales and cleaned up unused files?

15
Windows / Mac / Flash / HTML5 / Re: My New Project
« on: April 06, 2019, 07:38:22 am »
Really liked what you have so far.

I got the keycard, but couldn't interact with the keycard reader. I'm not sure if I'm at the wrong place, or if that part is not done yet.

Interesting premise, of course adding sound will help a lot to set the mood, but I really liked it so far, specially the opening puzzle. Perhaps you could add a shortcut with the keyboard, where you press a key, and next time you click with the mouse it automatically checks or interacts with the environment (and have an indicator on the HUD showing which one is active). I understand the need for a mouse-only setup, but adding this shortcut could speed up things a lot.

Also, and most importantly, you need to revise the opening text. There are typos and some missing words, and you don't want this type of mistake at any point in the game, much less in the opening.

Thanks. You need to do something with the keycard before you can use it.  Maybe that puzzle needs something to guide teh player a little better.

The keyboard shortcut is a great idea. I'll look at implementing that.

Pages: 1 2 3 ... 135