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Messages - darrigaz

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Ask a Question / Storing a global player actor type
« on: March 10, 2014, 01:31:44 pm »
I want to have a game with a choice of player characters (30 actually) but I can't store off the player's chosen actor type as a global attribute. Which I'd like to do in order to  have successful saving and loading.

I've looked all around the forums and google and seen custom block that retuns actor type with name, storing actor types in lists because lists don't have type safety (Which I think they may have gained in the switch to Haxe) and other various inventive solutions, however none of them seem to have worked...

Is anyone able to help?

Basically I need to store an actor type for the player (from a global list of actor types) as a global and use it to create the player when you transition into game.

Ask a Question / Re: How to check index of item in list?
« on: March 02, 2014, 06:52:49 am »
This is awesome! But yeh that block really should be part of the base package. Is there anyone we can bump about it?

Stencyl Jam 14 / Re: Stencyl Jam #14 - $1,000 in prizes - Ends March 28th
« on: February 23, 2014, 11:20:54 am »
Woo much excitement for this! Jam 2013 was beacoup de fun.

Ask a Question / Re: Actors as children of other actors?
« on: February 17, 2014, 01:23:57 pm »
The problem isn't managing weapons for the player it's managing all the other characters. I need to get at the X and Y of any non-player enemy actors on screen and tie a weapon manager actor to them.

It's just occured to me that maybe I could do:

Enemy actor Behaviours
{When created create weapon handler at X Y of self}

Weapon Handler Behaviour
{When created set bool "am I assigned?" to false
On collision
{if(am I assigned?==false)
{set actor attribute "parentactor" to the actor you collided with
Set bool Am I assigned? to true}

Although I'm not sure how the actor attribute behaves with regard to stuff like this...

Ask a Question / Actors as children of other actors?
« on: February 17, 2014, 12:41:11 pm »
I've been wondering if this is possible and can't seem to think of a way of doing it. Yet it seems so important as a feature that I can't believe there isn't a way of doing it and am assuming I've just missed something really fundamental.

I was wondering if it's in any way possible to make one actor behave as the child of another. For example, I'm thinking about making a game with lots of unique characters who all have different weapons. I'd like to not have to draw out 30 characters worth of animations with each weapon I want to include, so was thinking I should be able to draw weapons, draw characters and smush the two together in stencyl. Probably via some kind of weapon handler actor attached to each character actor.

However the only way of doing that at present seems to be to store the X and Y of a character as globals, have a character "pick-up" a weapon and then have logic in the weapon saying "if (picked up == true) {set x+Y of self to X+Y of actor}". Obviously this falls apart a bit if you want to have 30 actors (30 sets of global vars?!). Furthermore what do you do when they're not in your present scene? How do you store that off somewhere, more globals?

Is there a better and really obvious way of doing this that I've just missed?

NB. The game idea is to do Battle Royale as a game (dumped on an island, collect weapons, fight off other students etc etc) so any solution needs to work across 100 scenes (10x10 island grid) and with 30 different actors. Also preferably with the attached sprites(attached mostly so that there's be pretty pictures and maybe someone'll read the text).

Ask a Question / Re: Making a hero fly towards a click
« on: December 15, 2013, 10:34:15 am »
Ta Dah! Well done. Setting all my X/Ys to X/Y(on screen) fixed it so I'm guessing yes it might have been ignoring the camera...

Thanks muchly

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 / Re: Stencyl Jam #13 - The Winners
« on: November 26, 2013, 10:05:47 am »
Congrats all. Some pretty cool entries in this. Very deserving winners.

Stencyl Jam 13 / Re: People's Choice - Which entries do you like the most?
« on: November 24, 2013, 04:01:40 am »
Top 3
Tiny Dangerous Dungeons.
∞ Dungeon (I actually don't it terribly fun but it's kinda a technical marvel (IMHO anyway))

Honorable Mentions
Super Slider : Seasons (to be honest I can't really pick between this and minefall, they're both equally great)
Catventures (so much work clearly went into this)
All the games on FGL (they all look great but I've not got an account so haven't actually played them and thus can't really pick between them)

I would have checked Stencyl every couple minuites all weekend if you didn't tell me. ;)

Like you won't be doing that anyway :P

This, but every day for a week...

Such is the heady excitement of having created a thing that is largely one's own for the first time and seeking validation for it (even if you've looked at everyone else's stuff and can see people who are far more deserving).

Stencyl Jam 13 / Re: Tiny Dangerous Dungeons
« on: November 14, 2013, 03:47:10 pm »
Wow. Just wow.

Stencyl Jam 13 / Re: Minefall
« on: November 14, 2013, 03:07:38 pm »
Awesome! Although I keep inadvertently pressing up to try and jump over the platforms that fall down (which I suppose would land me with a head full of buzz saw so maybe it's for the best).
Amazing production values and quite addictive.

Stencyl Jam 13 / Re: Super Eldritch Horrors
« on: November 14, 2013, 11:12:24 am »
Rightio. I've fiddled with the collision for almost every actor. They were all square/rectangle before, now they're amalgams of circles. Makes it feel a lot less sticky hopefully.

Are the levels repetitive in a particularly bad way? I though I'd done okay at chucking in new stuff often enough for there to be a bit of variety.

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.

Would it work if you set up a blank animation for the actors with no collision and then gave them an attribute (something like "disappeared bool") and when you wanted them to disappear you could set the bool to true and if the bool was true you could switch their animation to the invisible no collision one.

They'd still be there so all their processes would be going and if something was broke it might be a bit tricky to debug but would it do what you want?

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