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Topics - GregAnims

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Ask a Question / button help
« on: April 12, 2012, 08:01:35 am »
I want buttons on my menu/options menu which are just text, and the collision box scales to the text. Any ideas?

Ask a Question / raycasting / AI
« on: March 23, 2012, 03:32:38 am »
Hey, im trying to get a few enemies into my new game which need to "see" the player.

My idea for this is to have a line-shaped actor (invisible) which grows outward from the enemy, and always faces the player. If it hits a tile or object it shortens in length (until it no longer is touching a tile). If it hits the player, "player spotted!"

But i'm not quite sure how to code this, i want to use the design blocks.. can anyone help out?

Old Bugs (1.x/2.x) / Actors in wrong place (pics inside)
« on: March 15, 2012, 07:25:29 am »
Picture illustrates the issue. That bottom blade is rotated, as is the lava and spikes so i assume its something up with rotation? Also, if it helps the blades have "bottom-centre" as their origin.

EDIT: forgot to mention, the lava, spikes and blade have all been rotated (holding SHIFT for 90 degrees).

Will this be fixed soon? Or do i have to export every item in the game 4 times, for each direction

(two related suggestions)
- Can you please put a draggable-origin point in the actor editor
- It would be good to be able to select an object(s) in scene view, hold CRTL+drag to duplicate it/them

Thanks :)

Ask a Question / hit from side not working
« on: March 13, 2012, 08:46:48 am »
I want my player to be able to bounce off the top of enemies, killing them and if he hits their sides/bottom he is killed.

Here is my "player death" behavior, and i have a similar one which says if the bottom of him was hit by an enemy, then it kills the enemy and launches him into the air.

The problem is that sometimes my player dies when jumping on top of them, more often if he hits them from the top but is near an edge of the enemy; whats going on here and how do i fix it?

Ask a Question / Pixel Perfect Collision?
« on: March 13, 2012, 06:59:26 am »
Im making an action platformer, but my character is quite animated. Bounding box collision works, but there are instances where it clips the corner of the box where a characters limb isnt there, and it seems pretty unfair to be killed like that. The traps in the game are all square/circle so that is fine, but does anyone know a good way to get pixel perfect collision on the main character?

Ask a Question / Smoother Wall Jumping
« on: March 09, 2012, 01:54:24 pm »
The current run and jump pack is an amazing resource, and i think Greg did a fantastic job, however i hoped someone might patch the walljumping so that a player can press away from a wall and jump, like in SuperMeatBoy. Right now you can hold against a wall and press jump, it will be a strong jump. However, if you press away from the wall and press jump it is a weak jump. It is quite unituitive and potentially game breaking in a precision platformer.

Anyone got a fix for this? Thanks a lot :)

Ask a Question / (GORE) Limiting Diagonal Movement speed
« on: December 06, 2011, 12:09:17 pm »
EDIT: i figured i will bump into handful of coding problems with my new game, WIPtitle "gore" which will be a topdown shooter so ill just combine the topics into this one
[solved] smooth rotation- thanks to cole
[solved] camera sway- thanks to hectate, cole and another coder buddy of mine; asim

3. So my movement code is basically, if a key is down - accelerate in that direction until it hits  maxSpeed. However, if the dude is going maxSpeed right + maxSpeed up, the diagonal speed is much faster than straight line speed. To combat this i just did:

if (up+right or right+down, or down+left, or left+up are pressed)
     maxSpeed = maxspeed/1.25
     maxSpeed = the default amount

Was this a good way of going about this? Seems like a lot of IF statements, but i couldnt think of a simpler way..

Any help is very much appreciated!

Ask a Question / MapMaker
« on: December 04, 2011, 07:29:01 am »
I was wondering about an in-game mapMaker, and how possible that is? My idea is for a top-down shooter based on Quake- with bite-sized levels; the kicker being that people can make and share their own maps.

The editor would need to be able to place tiles (ground) and actors (enemies/items).

I talked to Cole and apparently flixel doesn't combine the collision boxes of tiles when they're compiled in-game, which seems like a problem i'd need to solve. Any help on this is greatly appreciated!

Resolved Questions / Flipping an actor in-game [solved]
« on: November 11, 2011, 04:03:27 pm »
I want to "flip horizontally" an actor in game. Is there a way to do this?

Archives / Skeletal animation system
« on: November 07, 2011, 12:11:24 pm »
>each limb is an actor
>animate them on key-frames INSIDE stencyl with an animation tool
>stencyl logs their position each frame and animates it in-game

What this allows (via interchangable actor-limbs):
>character customization
>one set of animations for many characters at no extra filesize (ie- randomly generated enemies)
>swap out a limb for a bloodied/damaged version in a horror game (character damage)
>if a character is swinging a weapon, or carry a gun you can now just swap that item for each weapon they equip and it will animate properly

This would address possibly the biggest limitation of stencyl when compared to flash, the spritesheet system.

Ask a Question / audio help
« on: November 02, 2011, 07:04:06 pm »
- My sounds are imported and marked as "sound effects". They wont play with the "play sound" code block
- Only way i can get them to play is by putting them each on their own channel
- WHY?

- Also, how do i get background music to play. I have music for in-game, and some for the menu. Do i simply loop it, and "stopallsounds" when you go to the next scene?

Ask a Question / Formatting font (to fit in a box)
« on: October 26, 2011, 10:57:03 am »
How can i format my text, so it draws in a box shape, and not in one long line?

Old Bugs (1.x/2.x) / Actors in wrong place
« on: October 10, 2011, 03:39:50 pm »
I have a layer for the main level art, i put tiles and then "decals" which are actors with no collisions.

When i place the decals in the level editor, sometimes if i preview they are simply not in the place that i put them. I have no idea what causes this. Also if you rotate an actor in the level editor, the bits you have to "pull on" to rotate it, are not in the right place causing you to have to search around with your cursor until you get the rotate symbol.. very weird. :/

Ask a Question / Collision Detection
« on: October 10, 2011, 11:56:50 am »
The System:
>when a key hits a lock
>the lock dies
>it spawns a death animation (basically an explosion)
>which should kill any locks around it
>thus triggering a chain reaction where all locks touching each other, are destroyed.

The Problem:
It prints "hitkey", and the key destroys the lock and lockdeath is spawned.. but it wont print "hitdeath", it isnt registering the collision on the other locks around it.

- yes, both colliison shapes/actors are of the type "actor" and should be registering collisions
- the lockdeath animation is large enough that it touches all locks around it

Windows / Mac / Flash / HTML5 / Making Monkeys (puzzle platformer)
« on: September 22, 2011, 09:09:41 am »
Over the last 2 months i've been working on a puzzle platformer, similar in concept to my previous game Use Boxmen. You play as a monkey who discovers a clone-gun and you help/hinder each other to reach the coffee in each level. I returned to the concept because i find it really interesting, i love in ICO where you co-operate with the girl, and i love in Abes Odyssey you work alongside your buddies (or just fart on them).

The game has helped me become more familiar with stencyl, and after this project i want to either develop a polished iOS title or a more fleshed out action-shooter. You can follow more of my work at: (soon to be a fresh website/company)

And im happy to try and answer any questions anyone has, from what ive learned on this game :) cheers!

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