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Messages - Jersmall

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16
Ask a Question / Re: Disappearing Platforms
« on: July 27, 2014, 12:29:28 pm »
Thank you so much.  Finally got it working  :D

looks good and no problem!

17
Ask a Question / Re: Disappearing Platforms
« on: July 27, 2014, 12:25:18 pm »
thx for any better option as i am still a beginner.

18
Ask a Question / Re: Disappearing Platforms
« on: July 27, 2014, 11:11:47 am »
oh yeah and for the blink, select the actor platform then go in its behaviors and eye candy tab use the blink on collisions.
also consider adding a "do after x seconds" to the first switch on collision so you have a second or two to jump before it no longer supports the player.

thats all you need really.

19
Ask a Question / Re: Disappearing Platforms
« on: July 27, 2014, 10:43:11 am »
whats happening is you are giving out the command to change for every actor named "dissapearing platform". . since they are all called the same as they are the same actors they all react the same as well.

one way to fix is to create a separate actor for each plat form in that screen so they all have their own orders. Also you set a kill order = deletes the actor from the screen..


give each platform an idle image and a blinking image, then set a unique group for each platform and repeat the code nellow for each platform group. (ex: create platform group 1-2-3-4-5)

again as soon as the animation switches to blinking its group no longer colides with players or actor and thus gives you're desires look.

20
Ask a Question / Re: Multiple opening doors
« on: July 25, 2014, 07:42:22 am »
if you go in the collisions tab for each door, you can set a new group bottom right and define what each animation in one actor collides with.

if closed door animation is playing closed door collides with player
if open door animation plays its group doesn't collide with player.

then add a 3rd invisible actor in the doors, set it as a sensor but it collides with player. so it will do what ever action you want once it detects a player "collision"

then maybe adding tiles under the doors so you cant just walk trough open animation form any angle

21
Ask a Question / Re: Detecting Collission On top of Actor
« on: July 24, 2014, 11:04:02 am »
give them each their own group and define what colides with them separately.

1. go to actor group and double click deisred actors.
2. go to collision tabs.
3 bottom right is groups, make a new groups and select what they colide with.

thats basically whats going on here. http://www.newgrounds.com/portal/view/643017

22
Ask a Question / Re: Image API control collisions
« on: July 23, 2014, 10:28:52 am »
ohhh ok so its just a downwards "gravity" and then the rest is just if it hits a wall go the other way. so my goal is to make a left and right movement and allow a jump on the terrain.  :o

i bet if someone made a tutorial on how to make a basic terrain + character it would get a lot of views, just saying.  ;D

23
Ask a Question / Re: Image API control collisions
« on: July 23, 2014, 08:17:59 am »
yeah that is the part im readin but its not really explaining anything. the first parts are fine but the last part the hardest part its just like BAM!  screen shot, look what i did,  bye!

however he does let you download thats a +.

I suppose you and him and many other are just so good at this that something seems way too obvious to elaborate. however for a newbie like me i sort of need a worded explanation after each line to explain what its doing and how and why.

(i love those interactive tutorials step by step by that one girl explains every single step)

24
Ask a Question / Image API control collisions
« on: July 23, 2014, 07:35:52 am »
Would someone kindly explain how to make the simplest way to add collisions in a image API destructible map?

i just started on stencyl and i cannot code, i just got a hand of the whole character stuff but now this is like relearning everything.

I understand the concept of finding the current characters position vs current images on screen but i dont know how to translate that to the drag drop code.

ex : http://www.emanueleferonato.com/2014/05/23/create-a-destructible-terrain-with-stencyl-3-1-image-api/

Im reading the code but i cant seem to understand what part stops the character from going trough terrain. if i add controls to this green box and eliminate the movement he still walks trough walls but not floors.

even just a screen shot of the code explaining how they are reacting to eachother and the simplest possible way to control collisions thanks.

25
thanks from a newbie.

I still dont know any code thats why i started using stencyl.

how about a quick tutorial on how the collisions work, i stopped you're green box from moving and added controls but he wont jump and it walks trough walls but not the floor.

i understand its regarding the x y of current character vs the image created but how is the problem.

26
Windows / Mac / Flash / HTML5 / Re: MY FIRST GAME EVER!
« on: July 22, 2014, 05:48:08 am »
hm might be a good idea

27
you made jello! :)

28
Windows / Mac / Flash / HTML5 / Re: MY FIRST GAME EVER!
« on: July 21, 2014, 07:18:03 pm »
thanks for the replies.

i dont know how to code thats why im on stencyl.

i taught myself a bit of pixel art.

29
Windows / Mac / Flash / HTML5 / MY FIRST GAME EVER!
« on: July 21, 2014, 11:33:07 am »
http://www.kongregate.com/games/jersmall/ninjas-will-die

yes i know its not the best or most entertaining game but its a casual just about highscore.

my first ever game its meant to be really hard reflex game for mobile devided using fingers to react.
however i needed to first of all make a game as my own teaching method.

it was more of practice then anything but here it is lol... Dont get too frustrated....
highscores are available on kong.

http://www.kongregate.com/games/jersmall/ninjas-will-die


30
Ask a Question / Re: Projectiles firing mechanism
« on: July 21, 2014, 08:21:13 am »
when you use "event" to create projectiles, then even if you add a 3-6 second delay it works differently.

it constantly is creating new ones over and over and over with a 3-6 delay. if you use when created it wont keep creating a million arrows.

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