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Messages - gamegirlxl

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31
Ask a Question / Re: Mouse Events On Collision Shape
« on: April 02, 2014, 11:34:37 am »
Isn't there a "if mouse is clicked on self" block as well?  It was in 2.2, and you could use the trigger custom event blocks ("shout", "whisper", and "say" I think were what it generated as code behind the scenes).

32
Ask a Question / Re: Game does not start
« on: April 02, 2014, 11:27:54 am »
found it ( i think)

am i right that you opened your project by double clicking the .stencyl file?
this was causes some troubles at my side to ( like all the buttons say :missing: etc..)

try placing your .stencyl file in a folder and open it by starting stencyl >> open project.

Interesting...I've encountered <Missing String> before, but failed to realize that that was the trigger.

33
Ask a Question / Re: A simple question:exit game
« on: April 02, 2014, 11:26:30 am »
I found this.

I just think that I would hate if my page just closed by itself.

34
In 3.0 the "recycle actor" block has been removed, there's only "create actor", and, as far as I've understood on the matter, it recycles actors.
Anyway, I'm running into a lot of inexplicable issues (like a simple "when Enter is pressed, create Sample Actor at x, y" not working), so now I'll try to uninstall, download anew and reinstall, in hope that this will fix something (and that it won't turn all the work I've done so far to trash).

Yes, I was assuming that you're using 3.x.  You can export a .stencyl file so that there's no chance of deleting it accidentally.

35
Ask a Question / Re: Complex Tile Collision Shapes
« on: April 02, 2014, 11:21:23 am »
A maze...  I wouldn't use collision shapes at all, although it's an unusual solution.  I picture a maze as an array (2D list) of squares.  There are two types of squares in a maze, walls and floors.  I picture the movement style of the mouse (I don't know what's going through the mazes, but I'll pretend it's a mouse) as being grid based, where it will be on one of the floor squares, and it can move in 4 directions if the direction also has a floor square.  It's like the movement in most Pokémon games.

If you decided to use collision shapes, there is a chance that the walls may not function properly.  If you were to use an array there is little gray area.  You would be able to find the value of the the space in the array when a key is pressed, and if it says it's floor, you can move there.  It would be easy to use binary, with 1=wall and 0=floor, so when you make the array the first item may look like: "1111111111011111111".  You would get the nth character of the item to see what the nth tile of the row is (remember that arrays and lists start at #0).  You can also use the array to generate the graphics, so it wouldn't be more work.

I know that you can do this in 2.2, because I've done similar things before in 2.2.  And I'll also say that the chance of you receiving legal action for IP is probably zero.  Since mazes existed way before computers did, they, as well as connect the dots, color by number, etc. are safe to use as long as you make your own puzzles.  It's good that you're combating legal disputes before they start, but most of the time, IP isn't worth suing small businesses or whatever.

36
Ask a Question / Re: How many values can a list hold?
« on: April 02, 2014, 10:45:04 am »
The biggest I remember was a 3d array at 200*200*5 for a total of 200,000 entries. But I'm fairly sure (not certain) I've touched the 5 million entries marker before too. Incidentally the 3d array was a game attribute-list allowing the entire world to be both randomly generated and saved :).

Realistically you should base your usage limits on how much processing happens to a list per cycle and not worry too much about maximum entries, because the former is more likely to cripple your project than the latter.
I think that you can have potentially more data in a 3D array than in a simple list, because you might go over the "int" limit if you're using a numerical reference thing.  I can't remember the exact number (some power of 2 most likely), but I don't think I know enough words to put number them that high.

If you're making some sort of dictionary, I've seen people store many many many words in .txt documents.  Usually if it can be fit into a .txt document, it's not too big, but it might cause lag if you try to get too many values at once, and such (which has already been said).

37
Ask a Question / Re: How to align font to the right side?
« on: April 01, 2014, 08:56:07 am »
Right justification would probably be a great feature for Stencyl to have, especially for text written in a language like Hebrew (which is read/written right to left).

38
Ask a Question / Re: Complex Tile Collision Shapes
« on: April 01, 2014, 08:39:45 am »
What are you trying to do with concave collisions for tiles?  How would that work if an actor got wedged into a triangular crack (Like Pacman's mouth)?

39
Ask a Question / Re: How many values can a list hold?
« on: April 01, 2014, 08:30:41 am »
It's probably very very high.  I think it could go up to the same value that the variable type "int" is allotted, but I'm not entirely sure.  I'm not sure if trying to access the values in a long list have any lag.

40
Kongregate has leader boards, which is a feature already inside Stencyl.  It only works on Kongregate, though.

41
Ask a Question / Re: Game does not start
« on: April 01, 2014, 08:23:52 am »
Is there actually a game loaded in Flash?  Maybe it's only opening the player and the game's getting lost or something...

42
I think that I've heard about this before, and it's probably related to the fact that Stencyl RECYCLES actors.  Even when you eliminate them, they're just put in holding.

I don't remember any way to fix this except using the "if self is alive" thing.

43
Ask a Question / Re: Mouse Events On Collision Shape
« on: April 01, 2014, 08:17:20 am »
It might be possible to represent a collision shape as a range of x & y values (especially if it's a rectangle, or maybe circular) and with each mouse click you could check to see how far away the mouse is (and if it's in the range).

It's a workaround.

44
Ask a Question / Re: Struggling with collisions
« on: April 01, 2014, 08:11:13 am »
You could probably make animation images, and spawn an actor that plays them (and does nothing else) when the character dies.

45
Ask a Question / Re: A simple question:exit game
« on: March 31, 2014, 09:26:58 am »
I think this should be possible under certain conditions.  I think that .exes can do that, and maybe some other extension I don't know, but I doubt that things running inside something can close themselves (security risks, possibly).  That would probably include Flash games which run either inside a browser or the Flash player.

I'm not sure what exactly you hope to do by closing the window, anyways.  I personally would rather use the red "x" to close windows.

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