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Messages - Rawr

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31
Ask a Question / Re: Explosion animation
« on: August 28, 2011, 11:38:24 pm »
Well, i think that Greg's Run and gun game has a behavior named Spawn actor upon death. That will make the explosion behavior all you have to do is make one actor and it spreads it out making an explosion simulation.
*facepalm*That's the problem, you didn't get the point. I know actionscript okay! I'm just stuck on the art.

You could try finding a .gif explosion, then open it up in a program like Gimp and then save each individual animation layer into a .png picture, go in game and then create the animation, adding each frame as you go along.
Hmm. I'll try dat.

32
Ask a Question / Re: Kill behavior not working
« on: August 28, 2011, 11:34:48 pm »
Well...first you have to specify, who is the actor you're going to kill?
If it's the player, then it'd most likely not work, cause the player usually isn't the "last created actor".
So...it depends.

33
Ask a Question / Explosion animation
« on: August 28, 2011, 06:39:24 am »
Any artists know how to do this?
I need a die animation for one of my actors, but my pixelart skills can't achieve that effect.

By the way, has to be in single color...alpha channel is fine but I'd prefer not to use it (conflicts with the style of the rest of the game).

So...anyone? Please help, it's best if you can teach me how to do so as well. Thanks.

34
Chit-Chat / Re: Where are you from?
« on: August 28, 2011, 01:53:06 am »
Tainan, Taiwan. :D

35
Ask a Question / Re: Face direction of player
« on: August 27, 2011, 08:46:43 pm »
Oh that...got it.
I'll go try that nao. Thanks.

EDIT: Yup! It works! Thanks! Also found out how to set delay on the reaction, use it to toggle other actions and stuff. That helped a lot on my game design. Thanks again.

36
Life HUD: I know. I just tried a healthbar that floats on top of the player, but that screws up the whole effect; good new is that I understood how it works by trying to do that and added a HUD version here. Might update it soon.

Particle effects: I'm on it.

Lose life only once: This will be a little hard, cause later enemies will cause damage by bumping into you and losing life only once in that situation wouldn't make sense.


By the way, how do I re-publish the game in another name?

37
Ask a Question / Re: Face direction of player
« on: August 27, 2011, 06:47:43 am »
This is an actor behavior to be attached to your enemy. You don't need to set an attribute to the value of the player. The "for each actor of [type]" block has a block called "the actor" directly below it which is the value of the actor the iterator is on. I'm assuming you only have one actor of your player's type in the scene, so this will always represent the player.

Also, I don't think Sunflower is a "bro".
Wait...then I can't set the "x of [player]" attirbute.

Also, the "bro" refers to the design mode interface :P

38
Chit-Chat / Re: PixelStar Studios
« on: August 27, 2011, 06:44:41 am »
Alfen-2D minecraft thingy. lieked.

Hope the studio, the game, and the website turn out well. Good luck.

39
Ask a Question / Re: Face direction of player
« on: August 27, 2011, 06:12:39 am »
Wait...you kidding me bro?
If it's an actor behavior...then I can't set the attribute for the actor to face...
If it's a scene behavior...There's no such thing as "x of self". Eben if you try to replace that with an attribute, it will only apply to one actor.
And even worse, I tried both, both didn't work, and both lag like hell.



Now wut.

40
Chit-Chat / Re: FireFox or Chrome?
« on: August 27, 2011, 05:51:49 am »
FireFox. Chrome has lots of things that make it difficult to use (for me I.e. you cannot change the keyword search address) and there isn't a tool bar D:. I am a nerd so my tastes are probably different than yours.
Unit158, that's untrue. You can change the keyword search address. There's a section of the options where you can change the default search engine and the url used to search.
HNF: Agreed.

By the way.
You call Chrome confusing? IE is what's called confusing... ;D


41
Ask a Question / Re: Face direction of player
« on: August 27, 2011, 04:59:18 am »
Hmm...is that supposed to be a scene behavior, or an actor one?

42
Ask a Question / Re: Shoot Both Directions Platformer
« on: August 27, 2011, 02:40:02 am »
You need to put the if blocks in the "when this hears" wrapper.
You do? Weird....my behaviors works fine without it. And why the "when this hears"? There's no messaging involved.... :-\
Sorry, I was talking about the most recent "Fire Bullet" behavior. And I was wrong above, the if blocks should actually be in the "always" wrapper.

Ex.
always
>if [fire] [was pressed]...
and so on
Yeah the fire bullet....I remember that one.
So...still can't find a way to solve your problem Goldfish....sorry. :(

43
Game Ideas / Re: ¡Los Muertos!
« on: August 26, 2011, 10:50:08 pm »
So you're using the demon sprite here... :D saw your art thread.

Only problem is that the loading screen thing kinda doesn't fit with the style of the rest of the game, but that can be easily fixed.

Looking awesome so far, keep up the good work! Looking forward to the game.

44
Ask a Question / Re: Shoot Both Directions Platformer
« on: August 26, 2011, 10:39:33 pm »
You need to put the if blocks in the "when this hears" wrapper.
You do? Weird....my behaviors works fine without it. And why the "when this hears"? There's no messaging involved.... :-\

45
Ask a Question / Re: Shoot Both Directions Platformer
« on: August 26, 2011, 06:31:59 pm »
I dunno if posting mine will help, cause I implemented a lot of junk blocks that I thought I might use. Even if I remove them, the ducking behavior detector will mess up the whole logic. The thing is now a really big chunck or random stuff.

For now I can't quite determine what's wrong with your behavior...sorry. :(



But as a last resort, you might want to directly use the  "gun firing" behavior from run and gun example. It works perfectly with the default walking, so yeah. Only problem is you gotta delete the second weapon...

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