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Messages - scubapk01

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Ask a Question / Re: [PLEASE HELP!] Different Projectiles for Catapult
« on: January 30, 2013, 06:44:57 pm »
You could do as I suggested above and create different animations and change the animation depending on 1st 2nd or 3rd etc.
When you detect a collision you can inspect which animation is set and change the outcome depending on that result.
if using animation 1 do collision type 1
if using animation 2 do collision type 2 where you break into 3 parts etc

hope that helps

Suggestion Archives / Re: [Fun] Rotate / Scale the entire game
« on: January 16, 2013, 05:31:37 pm »
If someone figures out a convincing solution, I can add it in the core block set, likely Scene > View. For sure, this is interesting to use for zoom in/out effects and for games that use a rotation mechanic. Something like a game where you hit switches, it rotates the whole stage 90 degrees are fairly practical.

Do you feel that this has developed enough for you to add it as a core block set?
Sounds like a number of people are using it already or would if they new it was blessed by you.

Ask a Question / Re: Ballistics maths / targeting
« on: December 30, 2012, 06:39:45 am »
Hi all
Thanks for the extra input and ideas

But I am not sure if we are on the same page?
I was referring to projectile path in air like in catapult and ballon shooting games
I know there is the two push functions. Is that what you guys were referring to?

If not can you provide a link to info on what you were thinking about?

Thank you

Ask a Question / Re: Ballistics maths / targeting
« on: December 27, 2012, 09:07:39 pm »
I am working on similar idea in a game and would also like some ideas how to do this in a simple way with out over complication it.I was going to pull apart the Catapult and make a behavior from them that when I have time.
Any other ideas would be great too.


Ask a Question / Re: [PLEASE HELP!] Different Projectiles for Catapult
« on: December 27, 2012, 08:56:44 pm »
Have you tried adding an animation to the rock and setting it to the default instead.
I did this and it worked for me. Also look at not rotate if needed and scale to suit in code if needed

Suggestion Archives / Re: [Fun] Rotate / Scale the entire game
« on: December 02, 2012, 05:05:42 pm »
Just wondering if anyone has made any progress on the zoom and rotate functions?

Thanks for the info.
I use c# .net and have played with Xcode and also with MonoTouch by Xamarin.

When I get some spare time (next year) I will see what I can do and let you know

Thank you

I am putting together a kids game and want to cutomize it.
Is it possible to access images in the photo album save the name and use that image as an animation of an actor?

I want to put a picture of the persons face next to their name on the main menu.

Any ideas

Thank you

Problem Solved....Unless there is a better way this is how I solved

I created a Scene Attribute of Actor type called Pum1
I then assigned that the Actor in question (named Pumkin 1) that was created in the design mode so it was there in the list of options when using the Set statement in a When Created for the scene

Later instead of creating the new actor as part of the behavior of when another actor dies I used the scene event of "When Actor Dies" to create the new actor which then gave me access to the scene level attribute that I created called Pum1

I hope this is helpfull to others....and if there is a better way to do what I just described I would like to know.

Resolved Questions / Re: Setting an attribute to be an actor
« on: October 09, 2012, 06:46:32 am »
New to this and have the same question as you.
Can you show me how you fixed it?
How do I set a Actor Attribute to a specific actor in code/blocks instead of design mode

Hi thanks for the reply.
I understand what you saying, however I know have more questions.
I created a Actor Attribute and called it MyPumkin as you suggested and used that in the code as listed below.
However how do I then assign that Attribute the value of the Actor that I created in design mode using code blocks.
Also where should I have created the Actor Attribute called MyPumkin....meaning for the the scene, for the enemy etc.
Not sure where to put the code and the new attribute for the actor.
I have been programming in c# for the last 10 years but still trying to work my way around stencyl and the blocks (which I do like)
Thank you

Hi All,
I am making a basic game where the good guy collects coins to gain points and is also cased by bad guys and looses points when they catch him. When they catch him they also die and then they are randomly re spawned (created) else where on the scene.
I am using the Follow Taget behavior and those bad guys that I manual put on the scene I set the Follow Target Actor to the good guy work as expected.

I found sample code while looking in the form to do this at run time as per screen view below.
However I must have something wrong as the new bad guys sit there and do not follow the good guy


Ask a Question / Re: Castevania Style Stairs
« on: October 04, 2012, 10:15:54 am »
Did you get this sorted out?
I would like to do similar. Could you post something to get me going?

Ask a Question / Label Tweening ?
« on: September 26, 2012, 06:45:45 pm »
I have used the Tweening features on actors and would like to use on a label.
I am putting together a kids learning game and want to make letters fly in and rotate etc. Also use various fonts.
I thought of make actors for each letter but then I need to change font and well ..... I will end up with 100s of actors and animations.

Want to use in Flash and iOS

If Labels can not use tweening can someone offer some suggestions to get me started?

Thanks again.
that does make sense. I write applications for my office in C# with VS 2010. So finding the code instead of using the blocks even though they are a great tool, is sometime better.

Thanks again

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