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Messages - darrigaz

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106
Ask a Question / Re: Changing Scene transition colour
« on: November 07, 2013, 11:34:19 am »
Wonderful!! Works perfectly! Interestingly if you screw up and put an invalid colour in then you can do a transition with no fade (which is handy in it's own right). Thank you so much!

107
Ask a Question / Re: Changing Scene transition colour
« on: November 07, 2013, 08:55:48 am »
So if one were to get the code out of the design block created levelfade IO

switchScene(_Scenetoload.getID(), createFadeOut(((1000*.1))), createFadeIn(((1000*.1))));

Where should one bang in some color attributes and in what form?

Sorry, I know I'm being frustratingly stupid and I've very grateful for all the help.

108
Ask a Question / Re: Changing Scene transition colour
« on: November 02, 2013, 11:34:00 am »
Sadly I don't think that works. Stencyl seems to only do the first crossfade which leaves you stuck on the transition screen. Nice idea though. Also I'm trying not to use anything that's limited purely to flash. Might be nice to get my game running on iOS or Android one day...

109
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
http://community.stencyl.com/index.php?topic=8953.0

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.

110
Old Bugs (1.x/2.x) / Re: Cannot test/publish
« on: October 27, 2013, 08:23:05 am »
Thank you! I should've stayed calm and tried that first. Turns out my end of scene teleporter behaviour had lost all the scene attributes I'd set up for each instance of it. Replacing them all and restarting fixed it.

I moved all my levels into a folder recently is that likely to have been the cause?

111
Old Bugs (1.x/2.x) / Re: Cannot test/publish
« on: October 27, 2013, 04:18:58 am »
No one? I've tried deleting all the sound files, removing actors I've worked on recently, poking through the log files on my own with no knowledge of what I'm looking for, exporting the other game I've been working on (which still exports and tests fine).

I'm totally at a loss and it'd be a damn shame to have to abandon a project that I've almost finished.

The worst bit is I get no error message, just a series of compiling bars and then nothing.

112
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?

113
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.

114
Ask a Question / Re: Attaching on actor to another in multplie instances
« on: September 26, 2013, 12:38:33 pm »
Ahha! I see drawing commands get applied relative to actors so my "x of actor" "y of actor" parameters are utterly pointless!

115
Ask a Question / Re: Attaching on actor to another in multplie instances
« on: September 25, 2013, 01:40:28 pm »
Yeh definitely can't get drawing to work. What one earth am I doing wrong?

116
Ask a Question / Re: Attaching on actor to another in multplie instances
« on: September 25, 2013, 05:22:09 am »
I'll give that a go. I ran across problems with actors using draw commands (they didn't draw) but I image that's probably my fault.

The disadvantage of that is I can't do anything to prettify the areas should it prove useful...

117
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?>

118
Ask a Question / Re: Actors attaching at seemingly random points
« on: August 11, 2013, 09:04:26 am »
Sorted it out! It's part code ordering part badly made HUD attachment behaviour. The code I was using for my HUD had an always update function that move the last created actor to the HUD position. Killing off that behaviour has fixed it! Yay!

119
Ask a Question / Re: Actors attaching at seemingly random points
« on: August 10, 2013, 01:56:44 pm »
Grah I'm still unable to solve this. Part of the problem was that my bullets were disappearing when they hit non-alert actors (i'd set them up as sensors with a massive bounding box). I know how to fix that now.

The second part is that bullets work just fine in the left corner of my game but if you move forward a bit it all goes to hell.

I'm still desperate for help...

(On a side not, you can only fire when enemies are alerted (which happens at random on collision) so for testing purposes it might be necessary to re-load the game a couple of times)

120
Ask a Question / Re: Actors attaching at seemingly random points
« on: August 08, 2013, 03:01:22 pm »
Urm thanks I guess....

Nope sadly that's not it...thanks for the suggestion though.

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