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 - Beckb

Pages: 1 2 3
Anchoring worked. Thank you both. You guys are just incredible.

I would like to stop screen shake from affecting an actor that is merely meant for displaying lives. Right now, it's just a heart that I drew. But it shakes a lot and feels weird. Any tips for not allowing it to shake while screen shake occurs?

Ask a Question / Re: [SOLVED] Detecting collision between actors.
« on: June 27, 2018, 07:52:12 pm »
EDIT: For anybody who's interested, here is another fix they can use if they're having the problem of a single collision being detected many times (e.g. Health goes from 10 to 1 instead of 10 to 9):

If player collides with actor, set "collision is occurring" to true.
After .08 seconds, set "collision is occurring" to false.

It doesn't necessarily have to be .08 seconds - the idea is to put a timer that waits until the two actors are physically far apart enough to not be colliding, and then reset the boolean. The things you want to happen should occur when the boolean is false.

Hope this helps.

Ask a Question / Re: Detecting collision between actors.
« on: June 26, 2018, 06:27:36 pm »
First, if you haven't yet, put a print statement in your "When self hits a Mambo" to confirm your collision groups and boxes are set up correctly. If you don't even see the print statement then you should check your physics settings (make sure collisions aren't disabled), your groups (make sure they can detect each other), and your collision boxes for the animations.

If all that checks out and your print statement does work, the next thing to consider is the execution order. Within one engine tick, if the collision code executes before the 'when updating' code, then the boolean will always be set to  false at the end of the update, regardless of the collision.

The trick used by the Jump and Run kit is to use two booleans.

Code: [Select]
when Self hits a Mambo
    Set 'enemy is colliding temp' to true

when updating
    Set 'enemy is colliding' to 'enemy is colliding temp'
    Set 'enemy is colliding temp' to false

I cannot thank you enough. The collisions are working perfectly! You have no idea how much time this post saved me! It was so helpful. I am so thankful for you and for people like you who have consistently helped me on this forum. God bless you!

P.S. For anybody else who needs help with this future, it was Merrak's snippet of code that solved everything for me. 

Ask a Question / [SOLVED] Detecting collision between actors.
« on: June 25, 2018, 04:44:36 pm »
I'd like to detect collision between two actors and I've created a boolean to do that. But it's not working very well, as the boolean is not setting to "true" upon collision.  Any idea where I'm messing up?

Ask a Question / [Solved] Rectangle not filling
« on: June 19, 2018, 09:54:37 pm »
Hey all... trying to get this rectangle to fill but it won't cooperate for some reason. It draws the outline of the rectangle, but it won't fill it. Thanks in advance.

EDIT: I solved it by filling it "upwards" with a negative Y value, instead of downwards. Not sure why this worked, but it did the trick.

Until today, I have had no problems testing my game on my android.  As of this morning, nothing happens after "sending to device" completes.

I haven't changed any settings on my device or my PC. Anybody know where the problem may lie?

EDIT: It turns out that the problem was some new "When drawing" code that I had just added before, which was causing the game not to execute. Not sure how it did that, but I removed the code and now it works.

Attached my full logs.

Does your Android device allow for rotation? Settings -> Display  -> Screen rotation ?!?

It sure does. Screen rotation is enabled and it rotates normally for all other apps. Not sure what's going on! I've tried every other scale setting. Nothing seems to work.

Stencyl won't test to my android device for some reason. I've attached logs.

To test my game, I've had to resort to copying the apk file directly into my phone's File Manager and installing it from there. It works, but I would like a better and quicker way to test to my android phone...

Game screenshot:

Screenshots are attached below:

Those errors are fine.. screen shot?  I think its your scale.. or scene size maybe

Hi Squeeb! Thank you for responding! I actually just sent you a PM about this lol. Screenshots are attached below.

Log errors are below:

[taskkill] ERROR: The process "neko.exe" not found.
[taskkill] ERROR: The process "arm-linux-androideabi-g++.exe" not found.
[taskkill] ERROR: The process "cc1plus.exe" not found.
[taskkill] ERROR: The process "tail.exe" not found.
[taskkill] ERROR: The process "ios-sim.exe" not found.

Ask a Question / Re: Questions about testing an app on iPhone
« on: May 09, 2018, 07:33:36 pm »
Many thanks, all.

Pages: 1 2 3