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Messages - NexusxAlpha

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You can try with this.


Didn't seem to work

Hello everyone

My question is in the title.

Every 0.1 seconds I want to decrement a number like 6 by 0.1

for example


etc etc

I tried before and when it gets to 0.<something>, it goes to like 0.973548, which is not what I'm after :P



Old Questions (from 1.x/2.x) / Re: Exit to main menu (Button)
« on: April 03, 2012, 11:35:53 am »
hey guys
i need help please
i have 2 problems
1st one im making an exit button
when you press it it will take you another scene asking you "are you sure you wanna exit?" and there is "yes" and "no" actors to be pressed
the yes actor is working good and going to what ever scene i choose
but "no" button i want him to make me return to the game and where i was when pressed
how? i tried all kind of script :(

and i have another problem...
when i press the "yes" button its going the main menu... but then what will happen all the sound effects and music will stop :( what should i do to make it play again like you just open the game...

Well, first of all you could do something like this:

- Make a "messagebox" image (like the ones you see on other games like "are you sure you want to quit")

- then make a scene behavior and make an local actor attribute called "yes" and another one called "no"

- then make another local attrib for the messagebox image

- place the message box image in the scene and give it a behavior that sets it to "hide sprite for self"

- place the no and yes button as above, where you want it to show, make sure you place them on top of the message box though, otherwise they will show but will not be visible as they're behind the message box. also give the behavior of "hide sprite for self" to both of them.

- now back in the scene behavior we made, make YET ANOTHER local attrib, but this time call it "image to press to bring up quit message box" or something like that, or something you can tell what it means.

- now, make a block that says:
  if <touched> <image to press to bring up quit message box>
  <show> sprite for <messagebox>
- the message box will appear now when you press the button.

- now you want to create the buttons like so:
  <show> sprite for <no>
  <show> sprite for <yes>

now that's it for that.

attach to the scene and select the images in the scene that are being shown.

That should do you good :)


My apologies - here's the example that might be helpful...

Thanks. I have actually solved it now :)

Thanks a lot :)



Not sure if this will help you but check out my post about ios labels. There's also an example in there.,7370.msg46756.html

I don't have access to that post :(


Right, so, this is how I fixed it. I have no idea why it worked (which is annoying) but here goes:

- First I removed all the behaviors that I had previously added to the Label Actors and started afresh

- I actually had the "label for iOS" already linked to my timer text in the levels. I edited it and added in some boolean attributes:
   -Is For Time Text?
   -Is For Game Over Text?
   -Is To Show Score?

- With these I was able to do this in the always block of the Label for iOS behavior:
   -If <Is For Time Text>
       set text for self to <time>
   -otherwise if <Is For Game Over Text>
       set text for self to <Game Over>

and so on

- After I done that I added this behavior to all my label actors

- Added them to a scene, EDITED THIER PROPERTIES FROM WITHIN THE SCENE, changed the boolean which corresponded to the right actor.

- Tested

- Worked

Maybe this will help some others as well (I hope so)

Original Post

Hello everyone,

I have been using labels in all of my projects, but no more than one at a time on screen. I now have a "Game Over" screen which requires several different labels to show score etc.

Problem I am having is that the "Initial Text" is not changing to what I want it to be. I have edited it in the scene by double clicking the actor its attached to changing whatever I wanted.

Only really annoying problem is the fact that whenever I want to have a game over screen like I cant, It is really bugging me!:

Game Over
Your Score:
<players score>
Return To Menu

If someone can guide me in the right direction, I would be very thankful.

I use 1.3.4/1.4



Resolved Questions / Re: Post Data
« on: April 02, 2012, 08:30:15 am »
I asked something similar yesterday

Someone very kind linked me here:

Ask a Question / Re: move to next level when all enimies die
« on: April 02, 2012, 08:27:48 am »
could use an actor value

when its created set "can be killed?" to "true"

when its killed set to "false"

and make an if statement like

if <actor value <can be killed?> = "false"
do something

oh and wrap in a for each actor of type block

you can then check

for each actor of type enemies
if actor value for enemy = "false"
do switch scene

Old Bugs (1.x/2.x) / Re: Rotation/Spin incorrect
« on: April 02, 2012, 03:23:53 am »
try spin by 359 then after that set to 0

Old Questions (from 1.x/2.x) / Re: What is non-POD type?
« on: April 02, 2012, 03:19:32 am »
Well, I don't know about this but I done a quick Google search and found this:

I think it has to do with using the wrong data types in certain areas. For example, I know that in iOS you have to use "as text"/'as number" to define a data type for the input.

Maybe you could use DrawX/DrawY as Number?

Hi NexusxAlpha,

I stumbled upon this while browsing Stencylpedia. Look at the last paragraph, hope this helps!

Thanks a lot, will look into this :)


Hello everyone

I wanted to know

If I had a text file on my website (something like) "" would I be able to get the text from that and display it on screen using the code that feature in stencyl, using custom code in iOS? If so would someone be able to help me out with this, I have a few years coding experience in C sharp and a tiny amount of java.



Ask a Question / Re: move to next level when all enimies die
« on: April 01, 2012, 06:44:22 am »
could make a global attribute for "amount of enemies to kill" and for everyone of the enemies you kill you increment another global attribute (maybe called "enemies killed in level") by 1

then do

if enemies killed in level >= amount of enemies to kill
go to next scene

don't forget that global attributes dont reset themselves so at the end of the level it would be wise to do

enemies to kill = 0
enemies killed = 0

but only do that after the scene as transitioned. Maybe you could do it in the when created of each level? ;)


Depending on the type of game, you could try to go for a "lagless actor" setup (will have a tutorial about that up shortly). The other idea would be to make lists (one for x, one for y) to store the locations of the actors and only create them when the locations in the list are on the screen. For the camera to move around, in Scene -> View, there are two primary options. The more likely is the move camera to follow an actor (your player). If you want to use arrows or something to move the screen, use the actual x/y camera movement, storing the current location and adding/subtracting based on the key pressed.

Cheers abigayl. The idea is to have lots of 64x64 "tile like actors" (I use actors because I don't know how to remove tiles at run time when I click on them). Think of it like Terraria, where there are maps made of tiles. The game I'm making is nothing like that though, only in that there are lots of tiled images.

The game is going to also be on iOS


Hello everyone,

Basically my question is the title of this topic.

Say I have a big scene, that is 10000x10000 and have 500+ actors, how could you only render the ones in the actual viewable area (just what the camera is seeing). Also, I would have a camera to move around the scene.



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