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Messages - DJEmergency

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76
Ask a Question / Re: Set X to actor type when creating an actor.
« on: August 08, 2015, 12:47:32 pm »
Code: (pseudocode) [Select]
when created
    for each actor of type (normal door) (actor of type):
        if <(for (actor of type),  get _DoorNumber from behaviour DoorActors) == (DoorInformation)>
             create player at x (x of actor of type) y (y of actor of type)
       endif
    endfor

Does this not work? (just added in the last line now I know what you want to do)


Thank you so much for the reply. Yes! This is what I'm trying to do. Is this code I can paste into a code block?

77
Ask a Question / Re: Set X to actor type when creating an actor.
« on: August 07, 2015, 06:54:28 pm »
Maybe it's impossible to do with a scene behavior so I would have to do it as en event inside the scene.

78
Ask a Question / Re: Set X to actor type when creating an actor.
« on: August 07, 2015, 06:53:01 pm »
Scene 2 (I don't knwo how many doors it has so I assume 2)

Create door actor
Set actor 1 to LAst created actor
Create door actor
Set actor 2 to LAst created actor
Create player  at 0,0
Set player  to LAst created actor

If <global>=1
  set x,y to (x,y-20) of actor 1

If <global>=2
  set x,y to (x,y-20) of actor 2

Is that what you want?



Thank you for the reply, but I'm trying to use a single actor for the doors with many instances instead of using many different actors for the doors. This way I don't use up too much resources for my game.


79
Ask a Question / Re: Set X to actor type when creating an actor.
« on: August 07, 2015, 05:19:25 pm »
I'm trying to do doors like this game: http://www.stencyl.com/game/play/22535

80
Ask a Question / Re: Set X to actor type when creating an actor.
« on: August 07, 2015, 05:11:48 pm »
Imagine the first scene has 3 doors and each door leads to a different scene (example: enter into door1 you go to scene 2. enter into door2 you go to scene 3. etc..)

Since the doors use the same actor I make them different by using an attribute value for each door. When the player collides with the door it changes the global attribute with the collided door's value.

So what I'm doing is... when the doors are being created during the level it compares the global attribute to the door's attribute. Then I want to position the player to the door with the matching attributes.

81
Ask a Question / Re: Set X to actor type when creating an actor.
« on: August 07, 2015, 10:17:55 am »
Sorry I'll explain better on what I'm doing.

In the game you have doors that the player can go through and when the player goes into one you move to a different scene. Each set of doors has a value and every time you collide with a door it sets a global value to the door's value. (I did this because a scene can have more than one door and I needed a way to know which door he went through.) So my goal is...

When doors are created:
--> If door value matches global value.
----->  Position player to the door with the matching values.

82
Ask a Question / Set X to actor type when creating an actor.
« on: August 06, 2015, 05:20:06 pm »
Hello. I'm working on my game here using the scene behaviors and I'm looking for a way to "set x of "Actor type" to "Actor Type" when creating. I've included a picture to show the event I'm working on.


83
Bug Archives / Re: Tabs stay highlighted in the UI
« on: August 05, 2015, 11:36:06 pm »
I have this problem to on my Mac. I have the latest Java version.

84
Resolved Questions / Re: White screen of death (iOS and Android)
« on: August 04, 2015, 07:45:17 pm »
Found the problem. I don't think it can find the x3 graphics so it gives it the white screen. At the moment the only solution I found was to only use x1 at the current moment

EDIT: I fixed the issue. Make sure you have all the sprite sizes checked... x1, x2, x3, etc..

85
Resolved Questions / [SOLVED] White screen of death (iOS and Android)
« on: July 29, 2015, 07:55:30 pm »
Hello,

I'm getting a white screen of death on android and iOS when using landscape. Is there a fix for this? I've also attached a log file.

86
Suggestion Archives / MFi Apple gamepad support.
« on: July 29, 2015, 04:57:52 am »
Hey,

Would be awesome to have this feature built in and ready to go. The game library that supports these is growing.

87
Abandoned Bugs / Re: Told to generate a log and post here.
« on: July 27, 2015, 06:17:15 am »
f

88
Abandoned Bugs / Told to generate a log and post here.
« on: July 27, 2015, 06:13:56 am »
f

89
Ask a Question / Re: Layer Z-Ordering
« on: July 27, 2015, 05:36:25 am »
That's brilliant! Everything seems to work exactly as I need it to, thanks bunches!
I'm currently trying to extend this a bit by adding a separate picture to the image, 
but I seem to be having some issues with the Image From File: block.  I have the image in the extras folder as indicated but It doesn't want to work. For the cards I used the Image From Actor block as a workaround but I'd rather get the from file one to work. I've looked around but most of the stuff I find seems to be pre-3.3

Checked the logs, and I am getting an error message:
Code: [Select]
[Flash] lime.Assets#getImage(303): [Assets] There is no Image asset with an ID of "assets/data/icons.png"

Edit: Derp, apparently this is EXTREMELY case sensitive, issue resolved tho! :D

How did you fix this issue? I'm getting that error message now..

90
Resolved Questions / [SOLVED] Mac Yosemite (10.10.4) Bugs.
« on: July 27, 2015, 05:01:26 am »
I'm having some issues with the Mac port on 10.10.4 that it makes it not really fun to use.

1. I can't see the grid when trying to click the button to show it.
2. In the Actor editor selecting more than one frame and pasting it in another animation doesn't work. You're stuck pasting frame by frame.


EDIT: Latest update fixes it.

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