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Messages - henson802

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241
I don't think you can disable physics on an actor during runtime.

What you can try is to set the actor's x/y position in Always. That way it would stay there and still react to other objects. Of course you would have to disable player inputs that would make this object move.

Thanks.. but how do you set x/y to always position?  .. i may just try to spawn a duplicate actor in same position that has physics/movement disabled but that would be quite a workaround and resource hog

242
I need some more help with this.  I still have collision and physics enabled for object.

Is there any kind of coding that , when Object is at a certain position (I know how to tell) -- to disable collision/physics?  Like freezing but not just the controls.. keep the object pinned to that spot?

243
Ask a Question / Re: Hollow Collision Object/Actor?
« on: May 10, 2013, 12:33:19 pm »
You would use a standard circle collision for the eyeball so it can roll normally, but you would have to use position setting for the pupil (and no collision shape).

@Photon No, collision shapes for actors are considered solid.

Oh alright.  Thanks for elaborating but too complicated for me at this point.  Maybe I will come back to it.

I wish Photon was right  ;D

244
Ask a Question / Re: Hollow Collision Object/Actor?
« on: May 10, 2013, 10:44:18 am »
You'll have to code the collision detection yourself using trigonometry.

I'm lost.  You would make a collision circle then use trigonometry to hollow it?  HUH... guess this isn't really feasible then.

245
Ask a Question / Hollow Collision Object/Actor?
« on: May 10, 2013, 09:13:12 am »
Another question - haven't seen too much on this subject.

Basically I'm trying to get rolley eyes.  My idea was to create the eyeball, then pupils.. have the eyeball be a hollow collision object - then the pupils as a seperate solid collision ball object.

I can't figure out how to get the eyeballs to be a hollow collision object?  Is there an option or way around this?

Appreciate the help!

246
Is there a code/event to just make the actor 'immovable' ?

Say when actor collides - make immovable and disable physics?  I see a 'self' enable/disable' block code.. but is there another one that just turns object to immovable and disable physics?  I tried the 'anchor' code but still moveable..

247
Great thank you for the input.  I will try that.  I am relatively new to Stencyl but finding the block system an amazingly streamlined approach to low type coding.  But for these type of games it is quite powerful.

It's a physics puzzle game so it knows correct spot by collision detection.

248
Ask a Question / Fellow Stencylers.. Purposely Freezing an Actor
« on: May 09, 2013, 03:59:21 pm »
Hey all,

I'm trying to purposely freeze an object.  I have a puzzle game and I want it so when the player drags the object to a specific place, that object 'freezes' because it's in the correct spot.

I want just that specific object / actor to freeze in place with.  I'm not finding any 'freeze' type behaviors..I'd also like the given actor/object have all behaviors/events disabled too for it. 

Is this possible?

249
Ask a Question / Need help with Counter logic (attributes) - newb
« on: May 06, 2013, 11:25:10 pm »
Greetings all,

This is probably a fairly easy question and not sure where to look or what to search for.  So here we go.

I need help with some counter logic.  I was exploring Attributes but kind of got lost.  Want to clairfy this:

There are Attributes you can add via game settings, Game Attributes.  But it doesn't show up on the Attributes bar in-browser --> under events.  So my understanding, Game Attributes that you change in Settings can be used globally?  If say I create a number Game Attribute named Green - that is recognized globally if I input that variable name in whatever object / event / scene even though it's not listed on attributes section?

I'm making a puzzle game.  I want a certain event to happen in scene (scene end with a pic or something) when four objects are simultaneously touching/colliding.  Right now, these objects have two animations - first frame when it's normal and second frame for while colliding.  Basically the object is just changing color to green in second frame to show collision visually.

I have an event that does that.  Now - I want to add a counter that adds 1 'when colliding' / animation is on frame 1.  My Game Attribute is Green and set to number 0.  Other then that, I got nothing. 

I was thinking during the event where collision for ObjectA is happening, set game attribute value +1 else -1.

Then during Scene, add an event that says 'if game attribute value = 4' load object... or whatever.

But I been looking at all the logic past couple days and can't find the right combination or where to put what..?

Help.. sorry this was long trying to be specific.

SUMMARY: A global counter that adds +1 to itself when collision happens, else -1.  Then on scene, when counter = 4 (simultaneous collisions) - load object at set coordinates, I know how to do that , load object, need help with rest.

THANKS


250
Ask a Question / Re: Adding Multiple Collision bounds and ioS template?
« on: January 18, 2013, 07:37:33 pm »
I'm trying to make a platform for a 2d side-scroller and the collision for it.  The platform slopes.  So it would be convenient to be able to make multiple collision bounds for any given tile for the sloping areas.  Maybe there is a way, I don't know though.

251
Right.. That's adding 1 collision bound.

How do you add 2? or Multiple as Stencylpedia states but does not tell how..

252
Greetings all,

If this has been asked sorry, I briefly checked forums and couldn't find it, as well as Stencypedia

My question:

When you are in Tilesets, editing your tilesets, and you have a collision bound on a frame that needs to be concave.  In Stencyclpedia - it says to create multiple collision bounds for a single frame in order to create that type.  I can't find a way to do this?  Help ???

Thanks

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