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Topics - darrigaz

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Ask a Question / Making a hero fly towards a click
« on: December 15, 2013, 10:12:53 am »
I'm trying to make a little hero chap fly towards mouse click. If the click is within a certain range of him he'll stop still and float.

My code is below and frustratingly seems to half work. However he keeps flying off in seemingly random directions. Anyone able to point out what I'm doing wrong?

On a side note Stencyl seems to be detecing my mouse clicks as screen relative rather than scene relation. Is that a bug ? (I'm on 3.0)

Stencyl Jam 13 / Super Eldritch Horrors
« on: November 12, 2013, 02:15:53 pm »
Do you like Lovecraftian horror fused with 8 bit cuteness?
Did you see the gameboy colours in Sprite Something and think, "wow, they're awesome I wonder what kind of game you could make with those?"
Are you looking for a subtle blend of reaction time puzzles and pixely violence?

Well then

SUPER ELDRITCH HORRORS: Terror Under Overstone might just be the game for you.

As an unnamed lovecraftian protagonist sent to the small fishing town of Overstone your job is to investigate a sinister cult operating out of the local church. Descending into the catacombs beneath the structure you will initially run and hide from villainous cultists before gaining the means to fight back against the unnameable abominations underneath the town.

I feel I've talked my game up too much now.

I present to you my entry for Stencyl Jam #13 made in a far greater amount of time than it should have taken (totally not Stencyl's fault entirely PEBCAC) and still with a few rough edges behind its scrappy ears but replete with 70 levels, multiple enemies, giant boss battle and all mod-cons.

Ask a Question / Changing Scene transition colour
« on: November 02, 2013, 08:36:29 am »
I'm making a game with a classic gameboy palette and would like to maintain that palette when changing scenes. Is there a way of fiddling with the fade in/fade out colour on a scene change so that it can be a custom colour (rather than black)?

I gather it might be possible from

However I can't work out how to duplicate the fade in and out behaviour and fiddle with the code to add the colour change.

Old Bugs (1.x/2.x) / Cannot test/publish
« on: October 26, 2013, 08:48:54 am »
I booted stencyl up after a week long absence and discovered that to my horror I can no longer publish or test my game. I can't even test individual scenes. I tried removing the music files which were about the most recent thing I added (I gather that's a common source of this bug)but to no avail. I'm quite confused as I published and tested a build before I shut down stencyl last time and haven't changed anything since.

I've attached my log files. Anyone able to tell me what I'm looking for?

Ask a Question / Collision groups overriding collision shapes
« on: September 29, 2013, 01:06:56 am »
I'm experiencing what feels like a bug where if I set an actor's individual animations to specific collision groups the actor still collides as if it were checking just the group in the properties tab.

I'm trying to do enemies that attack in chains when they touch each other and it means that they're simply not chaining on from one another (or if I change their properties group to the one that activates the chaining, the start attacking when I don't want them too).

I't also means that when bullets hit the actors the collision gets checked and the actor dies but the bullet just slows down. It doesn't kill itself.

Is this a known issue/has anyone else had similar?

I've attached a sample block of the chain trigger code for one enemy to check if it hit another.

Any help gratefully appreciate.

Ask a Question / Attaching on actor to another in multplie instances
« on: September 24, 2013, 02:59:22 pm »
Hi all

I'm trying to make a sort of stealth platformer where you have both stealth mode and alert mode. I've got enemies that trigger the alert mode if you get within range of them (currently mostly working and done using collision and oversized textures, or by update function that checks range between them and the player) however I'm trying to experiment with a bonus of the stealth mode being that you can see the area around the enemies that would cause them to go alert.

I want to attach an actor to each enemy that roughly shows the range around them, hides itself if you are in the alert state and dies when the enemy dies. Also I have some moving enemies so I need to do something that will move with them.

I'm totally stumped.

Any ideas?

<Edit: Curses I realise I've posted this in the ios questions, don't suppose a friendly mod could move it over to the standard questions?>

Ask a Question / Actors attaching at seemingly random points
« on: August 08, 2013, 12:57:27 pm »
Evening all

I'm trying to make my platformer character shoot when he as enough bullets in his gun and you hit the fire button. However something odd is going on and the bullets are being attached somewhere seemingly off screen. At present if you fire, move in the direction you fired and then wait a bit, you'll see the bullets come in from off screen behind you. I'm completely stuck as to working out the cause of this. Weirdly If you shoot in the direction of one of my test enemies they'll still detect the collision and get bounced around by it (even though whatever hit them is invisible).

Also only the jumping+shooting anims ever get switched too, the rest just never happen.

I'm assuming it's a code ordering thing I'm unable to spot/fix?

I've been struggling with this for days. Any advice would be much appreciated


Ask a Question / Ladder Regions! Help!
« on: August 03, 2013, 06:23:27 am »

I'm trying to make a game with the ability to do 4 directional movement, jumping, shooting and ladders, without using pre-made behaviours (I need more flexibility to do some alert/not alert based stealth elements) I've managed to get about 60% of the way to finishing my basic controls but I'm stuck on the ladders.

I've created regions inside the level called "Ladders 0" and "Ladders 1" and am using some "when player enters/exits region" blocks to set an "is on ladder" var that triggers the alternate ladder controls and it seems to sort of work. However, I want to set all the ladder regions in my game to be usable at the same time and at the moment I only seem to be able to get one or other to work (by adding a "set ladders to region" event to the level's on created block). Is anyone able to make suggestions of how to keep all the ladder regions in my level working?

Any words of wisdom gratefully appreciated.


P.S. I've attached all the code on my level so you can point out where I'm messing up?

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