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Messages - 0ven

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1
Ask a Question / How many values can a list hold?
« on: March 31, 2014, 03:51:27 pm »
I have a game in mind that requires two lists that can hold a lot of values (~1000), the values would be a few words. I was wondering how many values a list can hold before Stencyl becomes buggy? Has anyone tested this in the past?

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Hey, I set my ad position to "top" in the settings but it's still displaying at the bottom.

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Ask a Question / Re: Spotlight Effect
« on: June 14, 2013, 07:58:07 am »
The maze example game does this, you can see how they do it.

4
Look really nice, are you planning an Android release as well? I'd like to try it.

5
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: March 15, 2013, 07:33:01 am »
I got it, thank you.

And when I have Stencyl 2 installed, will I be able to install Stencyl 3 alongside? Because I don't want to update, I want to use both versions.

Where may I download the Stencyl 3.0 beta? Because I can't find the link anywhere. Thanks.
There is a "Stencyl 3.0 (Beta) forum you should have access to. In that forum there is a stickied topic labeled "Get Stencyl 3.0" or similar. Instructions are inside.

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News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: March 15, 2013, 04:31:13 am »
Where may I download the Stencyl 3.0 beta? Because I can't find the link anywhere. Thanks.

7
Paid Work / Re: FGL members, make yourself known!
« on: October 18, 2012, 08:12:13 pm »
I've had a game up on fgl for a month now, unfortunately I don't think it's going to get sponsored. Seems like it's getting harder to get into the flash market and good graphics are required.

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Ask a Question / Re: Need help moving player.
« on: September 01, 2012, 08:31:48 am »
how'd you set your swordAnimetime ? im in some same sort of situation where i need this clause of do after ___ seconds.
For swordAnimetime I just multiplied the amount of frames that I had by 0.1 since each frame lasted 100ms and used that. For now it's manually entered and I would have it so if the player gets another weapon or something then his swordAnimetime will change to however long the new weapons animation would take but there probably is a way to figure out the amount of frames that are being used and use that, that might be more efficient. Although since I'm new to this I'm just keeping it simple for now.

Still looking for an answer to the above question btw.

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Ask a Question / Need help moving player.
« on: August 31, 2012, 09:38:26 pm »
I'm trying to make melee combat and am having some trouble keeping the player from moving while he is attacking.

So in this picture the program checks if a mouse button is pressed and if one is then it checks to see if the "swing" attribute is set (Swing attribute is set if the player is already attacking), if it is not then the players x and y coordinates are stored into attributes and the attacking animation begins. After the animation ends it returns to its original animation.

In this picture if the player has collided with a actor and the mouse was pressed after the attack animation is over (SwordAnimeTime is how long the animation takes) the actor that he collided with will be dealt 1 damage.

Lastly in this picture is what isn't working properly, the game checks to see if the player is doing his attack and if he is then it should move him to where he had began the attack. Although it doesn't...

If anyone knows why it doesn't work or knows a better way to implement this system I'd really appreciate the answer, thanks.

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