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Messages - Justin

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Resolved Questions / Re: How do you run Stencyl on ubuntu 11.10 ?
« on: November 02, 2011, 10:58:49 pm »
Hm.. won't work is a bit vague. Is StencylWorks not loading at all? What exactly won't work?

If you can't open it from the included shell script, try manually opening it with the terminal (it sounds like you may have done this already?) by cd'ing to the StencylWorks install directory, and then using "java -Xms64m -Xmx384m -Djava.library.path=./lib -jar ./sw.jar"

Try posting your logs. Normally you can do this by going to Debug > Generate Logs in the menu bar, and then posting the resulting zip. If the program won't load at all, try opening your StecylWorks folder, zipping up a copy of the "logs" folder, and attaching that.

Resolved Questions / Re: How do you run Stencyl on ubuntu 11.10 ?
« on: November 02, 2011, 08:24:12 pm »
It should work straight away. Just download it, extract the .tar.gz, open the extracted folder, and double click the "StencylWorks" text file. Choose to run it as an application.

You should have Java installed in order to run it. (Ubuntu comes with Java installed, right?)

Paid Work / Re: What should I create?
« on: October 30, 2011, 11:47:39 pm »
I've published Actor Identifier on Forge. Simple, but really useful.

Paid Work / Re: What should I create?
« on: October 30, 2011, 05:55:23 pm »
I actually have quite a few of these in the works. I'll post here with each release.

Paid Work / What should I create?
« on: October 28, 2011, 05:59:28 am »

  • Vote on resources you'd like to use/believe would be beneficial to the community
  • Share your own resource ideas
  • Everything created through this thread will be shared on Forge, Public Domain

Finished resources:

Ask a Question / Re: Game missing in Games folder?
« on: October 23, 2011, 10:00:25 pm »
Your actual games folder may be somewhere else. If you've set a custom workspace (you can check this from  the File Menu > Preferences > Workspace), then the games folder will be in that directory instead of the directory where SW was installed. If you still can't find it, try searching the computer for the games name and see what comes up.

Ask a Question / Re: Go to the n+1 scene
« on: October 23, 2011, 05:33:37 pm »
In the following code, just replace "_SceneAttribute" with the internal name of a scene attribute
Code: [Select]
_SceneAttribute = Assets.get().resources[getIDForResource("Run" + (Number(getCurrentSceneName()) + 1))];
Then, you can use that attribute in a scene switching block.

Ask a Question / Re: Why does this repeat until infinity?
« on: September 02, 2011, 02:42:47 pm »
You're still telling the code to run later every frame. Even after it's already happened, it'll tell it to run later. It just won't do anything. It would be far more efficient to only have it run once.

You should try one of the following:

A) Put it in "when created", and you won't need to mess with a boolean in the first place. This is the simplest and most efficient.

B) If it absolutely needs to be in "always" for some reason, set it up like this:

if <not <AlreadyRun>>
|  set AlreadyRun to <true>
|  do after [Start Time] seconds
|  |  . . .

It's still available. If it's not being imported in the code template, you can import it yourself by inserting this code into the bottom of any of the main wrapper blocks in Design Mode.

Code: [Select]
} import caurina.transitions.Tweener; private function ignoreMe():void {

Resolved Questions / Re: Couple quesions
« on: August 25, 2011, 01:58:38 am »
1. You can use layers to determine the draw order of objects in the Scene Designer (you can edit the scenes layers in the pane to the lower-right in the Scene Designer). When multiple actors are on the same layer, the most recently created actor will be above others.

2. Yes, there are some issues with regions. I believe Greg has fixed it, and posted an updated engine.swc in his post here.,2429.msg18742.html#msg18742

Chit-Chat / Re: Final fantasy
« on: August 24, 2011, 05:18:59 pm »
First try 1 through 6. All of them. Assuming you don't have a Nintendo or Super Nintendo, use Google to find some ROMs.

Oh, yeah, I'm pretty sure 1 through 6 all have remakes which you can find on GBA or DS.

Suggestion Archives / Re: Mini-Suggestion Thread
« on: August 23, 2011, 11:05:04 am »
Cole, as a temporary workaround, you can add imports and variable definitions to a Design Mode behavior by inserting code that "cancels out" the current wrapper, imports classes, and then create a dummy function to keep the compiler happy.

For example, use this in a code block at the very bottom of any event wrapper:
Code: [Select]
} import flash.geom.Rectangle; import flash.geom.Point; private function ignoreMe():void {

Resolved Questions / Re: behaviors
« on: August 20, 2011, 04:51:36 pm »
Actually, those blocks shouldn't do anything at all. You're basically giving it a 360 degree rotation every frame (45 degree rotation 8 times).

I don't know for sure what you wanted to make with those blocks, but I'm assuming you wanted a platform that would rotate in 45 degree increments, pausing for a bit between each.

You would use the "do every" timer (Flow > Time) in the "when created" event wrapper, instead of placing the blocks in "always".

Also, you would use the rotation blocks found in Actor > Tweening to rotate the platforms over a duration, instead of making the rotation instant.

Just place the "spin [self] by" block inside the "do every" block, and make the time for the "do every" block a little higher than the time for the platform spin.

Ask a Question / Re: Generating SWF (32%)
« on: August 20, 2011, 04:11:51 am »
Could you post your logs so that we have more info that might help us track down the cause?

You can generate your logs by opening StencylWorks, and from the Debug Menu, choose "Generate Logs". Then, post the resulting zip here as a post attachment. Thanks.

Resolved Questions / Re: behaviors
« on: August 20, 2011, 04:09:02 am »
The "this actor [hit] [an actor]" block belongs in the "when collided" wrapper.

Just like all the blue blocks found in the Drawing category only work in "when drawing", all the green blocks found in the Collisions category only work in the "when collided" wrapper.

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