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Messages - JeffreyDriver

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No, doesn't look like it. I've managed to pick it apart a little but haven't got it working properly.

The path only seems to set if you click the bottom-right of the screen.

EDIT: I think I've figured it out. The camera was smaller than the scene and I was running it at 2x scale. Can I get it work like that?


Has anyone got quite a simple example working? Trying to get my head around it all. What I want to do is when clicking a tile, if the player can get to it, it does so.

Ask a Question / Re: Buttons
« on: May 29, 2020, 01:23:35 pm »
Please show your code. What you want to do isn't complex.

KEEP YOUR KEYSTORE! Back it up somewhere safe!...

I stick important stuff like that on Google Keep, or Google Docs. Safe forever then.

Journals / Re: The Poppytales (Journal Thread)
« on: May 15, 2020, 03:05:03 pm »
I know I've said this before, but please work on your art (or get a friend to do it for you.) You've got great writing, and you can create games, but your graphics are lacking. Maybe look at creating really basic pixel art.

Paid Work / Re: Original music compositions for games or apps
« on: May 15, 2020, 02:55:29 pm »
Where do you post/advertise you work?

Maybe start making some tracks that people can use as long as they link to your website.

Ask a Question / Re: Car Sounds
« on: May 15, 2020, 05:09:27 am »
Have you done the crash course yet?

Something I've done before and might be something to consider.

Have the track/s you need looping and use booleans to change the volume of each. E.g you could have sounds EngineIdle and EngineRunning.

I've done it before. It was just checking if the actor was on the ground. If it was, and was hit from above by a platform then it triggered death. I guess if you want to stop the actor being pushed through tiles, stop the actor that's crushing it.

Game Art / Re: How do you display text in your games?
« on: May 08, 2020, 01:44:16 pm »
For Stencyl I create my fonts in Designer and like merrak I save as png and import it. It's a bit of a hassle to create your first font as you've got go through each character you want, but if you're creating one the same size, but different colour etc. it quick as you can just duplicate a font and replace the image. Once you've made a font be sure to export it so you can keep it safe to reuse in other games.

Ask a Question / Re: What needs to be included in app credits?
« on: May 08, 2020, 06:04:19 am »
The  (C) copyright 2020 [author] needs to include the date for it to be legal.

As what what you HAVE to display, it's mostly up to you.

If you're using assets which aren't yours and use of them stipulates that you must give credit, then you must mention it.

Same with software. If a condition of use is that you credit it, then again you must, but most software won't ask you to do this. Some free software might, I can't imagine any paid software would.

App version might be useful if a player runs into issues they can let you know which version they're running.

Ask a Question / Re: Random selection
« on: May 05, 2020, 11:30:58 am »
Add each actor to a list, pick a random item from that list.

As for terrain, you can use random numbers again and just keep generating a new number. Each number corresponds to a certain terrain layout. I used that technique here -

Ask a Question / Re: Better way for calling out emoticons
« on: May 03, 2020, 08:25:23 am »
Using 'otherwise if' blocks will prevent that.

Ask a Question / Re: [Bug] Glitched Walking
« on: May 02, 2020, 01:37:02 pm »
The issue is with the grow blocks as they are being run 100 times per second while the button is down. Use a boolean to stop it from triggering more than once.

Ask a Question / Re: Better way for calling out emoticons
« on: May 02, 2020, 09:34:22 am »
Here's a quick idea.

Ask a Question / Re: Better way for calling out emoticons
« on: May 02, 2020, 09:17:04 am »
The first thing which comes to mind is to have one emoticon and have each state as an animation rather than have loads of different actors. You could then also do away with all those custom events, keeping 'CreateEmoticon'.

You could also have the Emoticon always there, but just show/hide it as needed.

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