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Messages - NexusxAlpha

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Chit-Chat / Re: Game Development Contest UK (Come Along)
« on: April 16, 2012, 02:02:17 pm »
Good luck, guys! Thanks for letting us know about it.

Cheers Joe :)

Chit-Chat / Game Development Contest UK (Come Along)
« on: April 16, 2012, 04:26:52 am »
Hello everyone,

Me and Rexasul and a couple of other friends will be attending a Game-Jam in the UK (england). We'll be competing against other game developers to make the best game we can withing 24 hours (no sleep).

We of course will be using Stencyl, and we feel like we can make a big impression at this event. Of course, if you live in the UK and can travel easily to the event, you can start your own team and compete as well.

This will be a good chance to show what Stencyl can do in 24 hours. There are prizes to be won as well, many of which include things like the Adobe Creative Suite and £500 cash, and many more.

If you want more information on the event, head on over to the official site:

If you're joining in, tell me or Rexasul and we'll make sure to come and say hi :)


Also, follow @SamHollick cause, I'll be tweeting like mad

Ask a Question / "Rotate Around Points" question
« on: April 14, 2012, 01:49:24 pm »
I've downloaded and played around with the RotateAroundPoint behavior but I want to use it for something a bit different. The thing is, what I want to do is like so:

-click on a point on the screen
-the actor then starts rotating around that point, but only when the mouse is down
-if the mouse is released, moved somewhere else, and is then pressed again the actor would now, rotate around that point instead, but without shifting its position to what the standard RotateAroundPoint would do trying this.

Is there a way of doing this, it seems rather hard.


Resolved Questions / Anchoring and Collision [solved]
« on: April 13, 2012, 05:31:17 am »

I found out an alternative better method using x/y of self + x/y of camera

original post

Hello everyone,

I just wanted to know, is there a way to keep collision for some that is anchored to the screen. Im basically setting the x/y of an actor to the x/y of the mouse and anchoring the actor to the screen so when the camera is moving across the scene i can still control the actor on screen.



Edit: Hmm this is strange, I found out that if I removed the polygon collision from the actors, it runs fine...

original post

hello everyone,

I have no idea why this is not working. I just run the game, it comes up with the replace me splash screen then crashes.

The log of the last build is attached


I will add, I have been able to run the simulator fine all day. I only have a behavior that makes the camera follow the player at the moment. Only reason I don't want to start afresh is cause I changed all the collisions for the actors I need and it would be annoying to do it all again...


Bug: I managed to break the level change behavior on the first level. I think it was because the scene was still loading but I moved so fast that I finished the level before it was done. The console said that it couldn't switch scenes because it was already switching, so the player disappeared (might have been rain?) and it didn't reload or progress.

Also, the rain is really hard to see.

Thanks for telling me :)

Hello everyone,

Been working on this for the past hour or so (probably some bugs).

It's for the Kong game jam, and the theme is rain.

try to enjoy


Old Questions (from 1.x/2.x) / Re: Compiling errors for Simulator
« on: April 05, 2012, 08:24:58 am »
or "as text" if using the number in a string of text. :)

Well in the second attempt you fixed the math block but you removed the "do after 1 sec" before the "do every 1 sec" block, try putting that back.

I tried with and without, and no luck....

Old Questions (from 1.x/2.x) / Re: Exit to main menu (Button)
« on: April 04, 2012, 11:15:18 am »
thanks for your help Nexus

i made it like you said but there is something happen.... when you press the main button that will make the menu apear and disappear.... its appearing only for less than sec and disappear again in the same time ... then i add <otherwise if> condition but still the same....

now what i need is not the menu it self... what i need is the script blocks that i have to use to make "yes" button go to main menu and "No" button go back to the same game....
and one more thing... the main button it self when i place it in other scene is not working...

Make sure the "Hide sprite for self" on each image is only in the when created. That might fix it.

Also you could make a boolean in the behavior you screenshot, called "has pressed", when you open the messagebox you set it to true and when you click on the yes or no button, set it to false.

This still wont work, I'm beginning to think Stencyl hates me! lol

OK, if you look carefully, the formula is not the same as the one I posted. The "round" block has to wrap ((seconds-1)x10) only, NOT the entire (((seconds-1)x10)/10)  ;)

And... Wasn't your intention to decrement by 0.1? Using that formula with integer numbers is useless. :)

yeah, it's 0.1 I wanted, I was just testing some stuff out. Will get back to you if it works :)

Can you post a screenshot?

Here ya go :P

Have you put the block inside a "do every 'x' seconds" block (where x=0.1) ?  ;)
Be sure you put the so formed block in "When Created" and not in "Always".

Yeah, I put in When Created, inside a Do Every 0.1 seconds block. :/

Just re-tried it: by me it is working.
What do you get?

For some reason it goes down very quickly

could you maybe upload the behavior to the forge so I can download? Just call it NexusTimeBehavior or something like that so I can know what it is :)

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