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Messages - gamegirlxl

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Shared Resources / Re: An accurate tweening method.
« on: June 20, 2013, 06:56:37 pm »
Here's two lines of code I created like this(and my first with Actionscript 3):

Code: [Select]
Tweener.addTween(actor, {x:actor.x+50, time: 15, transition:"easeInOutQuad", useFrames:true, onComplete:TweenComplete()});

Tweener.addTween(actor, {angle:actor.angle+Util.toRadians(-3141.59), time: 10, transition:"easeInOutQuad", useFrames:true});

Although this is a rectified version of the example, the code will still not be accurate for tweens happening in rapid succession (since a list of tweening commands basically executes itself immediately and sets on to other things without waiting for the motions to be finished) that modify the same stuff.  Which limits its usefulness for movement back and forth.  However with delays, a small change to overwriting, and a better understanding I developed a code that allows for orchestrated tweening (like path behavior except with more than just x y movement).

Also, changing the physics on anything to be tweened is as unnecessary as changing the physics so you can "teleport" by changing x values.  Don't bother.

I made a new code after finding this site: and came up with this:
Code: [Select]
Tweener.autoOverwrite = false
Tweener.addTween(actor, {x:actor.x+100, time: 10, transition:"easeInOutQuad", useFrames:true, delay:0});
Tweener.addTween(actor, {y:actor.y+100, time: 10, transition:"easeInOutQuad", useFrames:true, delay:0});
Tweener.addTween(actor, {angle:actor.angle+90, time: 10, delay:0, transition:"easeInOutQuad", useFrames:true});
Tweener.addTween(actor, {x:160, delay:10, time: 10, transition:"easeInOutQuad", useFrames:true});
Tweener.addTween(actor, {y:actor.y, delay:10, time: 10, transition:"easeInOutQuad", useFrames:true});
Tweener.addTween(actor, {angle:0, delay:10, time: 10, transition:"easeInOutQuad", useFrames:true});

Resolved Questions / Re: Lists within Lists?
« on: June 19, 2013, 05:24:56 pm »
Didn't think about using words, but on my own I implemented a system with finding the value at a location in a "binary" string (not true binary as it ends with ".0").  If I ever need to make a list of items with varying lengths, searching by words will be extremely helpful and easy.  Thanks.

Resolved Questions / Lists within Lists?
« on: June 18, 2013, 09:59:19 am »
I made a list (Put into an ordered pair where the first # is the placement and the second # is basically a Boolean #).  This represents if a level is unlocked where item #0 is always compared to the value of item #level.  When equal, it goes through.  This part is perfect.
(4+, 0)

But I want a different sort of list.  In this case there will be the level # followed by another list.

(0,Compare List)

Each of the internal level lists will list the weapons by number (this will be the first #, and does not actually name them) and if they can be used in the level by a Boolean comparison roughly identical to the one I used, with #0 being the comparison with value 1.

I plan to implement a system similar to the level unlock system for weapon unlock, but instead of directly allowing it to pass, it must also pass the second list conditional system.  So, for it to pass (when unlocked), for example, in the first level with the first weapon, item #0's item #0 will equal item#1's item#1.

Although I can do the normal sort of list without issues, I am not sure how to make internal lists or if that can even be done.  I looked at Stencylpedia's section on 2D lists, but I am not sure if I want one of those since it just seems like adding another column to a table, which I don't want.  I also don't know how to put the values into a complex table, but those values will not need to be changed in-game.

It's very complex and long, and I hope I explained it well enough.

Old Bugs (1.x/2.x) / Re: can't get pencyl to work need help
« on: June 16, 2013, 01:23:33 pm »
Pencyl isn't worth it.  Just change the default to paint, or download some other program.  I can't even draw a straight line with Pencyl.  :(

Old Bugs (1.x/2.x) / Object Splice and Bad Debug Boxes
« on: June 09, 2013, 12:59:39 pm »
While testing my room escape game (which is difficult since Stencyl is not geared towards this sort of game), I had an inventory where I was using a leftwards gravity to slide the items into a line.  A few times, when I was grabbing them (with the drag with mouse behavior) while they were falling leftwards, a splice occurred where the image and the yellow debug box separated.  While the box obeyed some of the laws, such as colliding with other items, without a sprite it could not be dragged.  Given the chance, the debug box would fall off the screen since the stay on screen behavior needs a sprite to work (or so I believe).  After the splice, the sprite would not move, remaining at the location of the splice, and nothing could be done to it.

I ran into another debug box related glitch in a different game I was making.  I scaled down buttons (click activated), and the sprite and the debug box looked to be appropriate sizes, but it acted as if the collisions were not scaled.  Later, after I scaled down the sprite to compensate for this, it acted like the collisions and sprite were on the same scale, but huge debug boxes (nonfunctional) appeared.

And then Flash decided to crash:
Error: Error #1503: A script failed to exit after 30 seconds and was terminated.
   at global/AS3_Array()
   at global/AS3_CallTS()
   at Function/
   at Function/<anonymous>()
   at cmodule.Box2D::FSM__ZN13WorldListener12BeginContactEP9b2Contact/work()
   at Function/<anonymous>()
   at Function/<anonymous>()
   at Box2DAS.Dynamics::b2World/HandleStep()[/home/stencyl/]
   at Box2DAS.Common::b2EventDispatcher/dispatchEvent()[/home/stencyl/]
   at Box2DAS.Dynamics::b2World/Step()[/home/stencyl/]
   at stencyl.api.engine::GameState/innerUpdate()[/home/stencyl/]
   at stencyl.api.engine::GameState/postUpdate()[/home/stencyl/]
   at stencyl.api.engine::GameState/update()[/home/stencyl/]
   at org.flixel::FlxGame/update()[/home/stencyl/]

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