Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - chongyunxiang

Pages: 1 2 3 ... 17
1
Ask a Question / Re: Character behavior
« on: June 01, 2020, 10:46:02 pm »
I'm trying to see if i can add emoticons to a list which the pet can call out.

Example: when the the hunger bar is low, it'll add the hungry emoticon to the List, when the happy bar is low, it'll add sad emoticon to the list. And when its no longer hungry or sad, the emoticon will be removed from the list.

The Actor block adds the last created actor to the list, and i think this wont solve my issue. I'm not only adding happiness and hunger, but also the pet's character, like curiosity when it sees an item, or bored when it has nothing to do.

Has anyone created such a logic before?

2
Ask a Question / Re: Character behavior
« on: June 01, 2020, 07:45:15 am »
How do I use List to add and call out Actors?

From the encyclopedia, it shows that you can add things into the List, but how do I add Actors?

3
Ask a Question / Re: Better way for calling out emoticons
« on: May 06, 2020, 07:40:55 am »
Is there a way to add Actors to List? So far I only see that I can add Type of Actor and Group of Actor.

4
Ask a Question / Re: Better way for calling out emoticons
« on: May 03, 2020, 09:09:06 am »
I just had an idea of using List.

Each time the player clicks on the pet, based on the conditions, it'll add the emoticon to the List and calls the item in the list at random.

But I've not used List before and don't know how it works and if it's a better option.

5
Ask a Question / Re: Better way for calling out emoticons
« on: May 03, 2020, 06:21:56 am »
Hi Jeffrey,
I think I understand what you mean by using animation.

But wouldn't this also lead to the same problem as mine, where more than 1 emoticon gets created, or in your case, maybe it'll have some issues with creating/deciding which animation to play?

The problem with what I did was that more than 1 emoticon was created because 2 conditions was fulfilled, which cause it to trigger 2 events, therefore having 2 emoticons.

6
Ask a Question / Better way for calling out emoticons
« on: May 02, 2020, 08:21:37 am »
Hi,

I'm creating a pet simulator where the happiness, hunger and dirty meters will determine what emoticon will be shown when player clicks on the pet.

I'm not good at programming, so I thought of setting conditions for which emoticon to be called out. But this creates problems because 2 or more emoticons were called out instead of 1.

Is there a better and more organized way of doing this?

7
Ask a Question / Create Character emoticons
« on: April 24, 2020, 09:51:41 am »
Hi,

I'm trying to create a Dirty emoticon for my character, where the Dirty emoticon will appear at random times once the character is Dirty.

Clicking on the character will also bring up other Sad emoticons based on the Sad meter, but once the character is Dirty and if player never clicks on it, then at random times it'll show the Dirty emoticon.

Right now it is not working and the Dirty emoticon keeps getting created. I'm not sure where and what went wrong.

Thanks!

8
Ask a Question / Re: Character behavior
« on: February 07, 2020, 10:16:45 am »
I've gotten the Starving behavior to work! Thanks!

Now when the pet is dirty, it's supposed to Every Few Random Seconds display the dirty emoticon, but it keeps triggering every second. I'm not sure where it went wrong. I tried creating separate behaviors or events for it, but it just keeps triggering every second instead.

9
Ask a Question / Re: Apps/Games running in the background for mobile
« on: February 07, 2020, 09:04:45 am »
Is there someone who can help you get it into an extension? I think these and the mobile phone sensors (gyro,pedo,accelerometer) are all pretty essential tools and having it as an extension will make it easier to work with.
For the record, you already have blocks for the accelerometer.

That's nice! I'm looking at the pedometer. Are there blocks for it?

10
Ask a Question / Re: Apps/Games running in the background for mobile
« on: February 02, 2020, 08:49:28 pm »
Is there someone who can help you get it into an extension? I think these and the mobile phone sensors (gyro,pedo,accelerometer) are all pretty essential tools and having it as an extension will make it easier to work with.

11
Ask a Question / Apps/Games running in the background for mobile
« on: February 02, 2020, 10:06:08 am »
Hi,

Is it possible to make games on Stencyl that runs in the background when player switches to other apps? Like keeping it on and running in the background, not closed entirely. Because I want to create a system in the game that counts the players steps, like those health apps.

Will doing an Extension be feasible?

12
Ask a Question / Re: Character behavior
« on: January 20, 2020, 08:29:02 am »
I've faced with another problem, the happiness bar.

I'm trying to tie in the Happy and Hunger bar together. Over time, the Happy bar will reduce. The Hunger bar will also reduce. If the hunger is below 20, the pet will begin starving. When it's starving, the Happy bar will decrease faster.

I'm not sure why what I've done doesn't work and it causes the Happy bar to reduce almost immediately.

13
Ask a Question / Re: Character behavior
« on: January 18, 2020, 09:10:33 am »
Thank you so much! I've made it to always set the axis back to a certain number if it surpasses it. Initially, it was still getting stuck, but I removed another set of blocks that were in the movement trigger events (there was an if statement that checks if the pet is more/less than a certain X axis). Removing that makes it much better.

I've attached a screenshot the blocks i've used in case anyone wants to take a look or spots any mistakes.

14
Ask a Question / Re: Character behavior
« on: January 17, 2020, 09:49:37 am »
You have to put your axis check in an "Update" event.

Under the Updating event, I set it to check the axis, then set a boolean for it. But now my pet doesn't move and I don't know what is wrong.

15
Ask a Question / Re: Character behavior
« on: January 16, 2020, 08:50:50 am »
Thanks! The emoticon is now following the pet and have it appear at the top of the pet. I also included a function to kill the emoticon first, each time the emoticon is activated. This prevents multiple copies of the emoticon from being created. I've included the blocks of code that I've used in the attachment (ActorEvents_0.png) for those who are interested in it.

I've also had the same recurring problem with my pet movement behavior. It keeps moving past the axis that I set it to check, and then getting stuck at the edge of the screen. I don't want the pet to exit the screen and to stay within a boundary of the screen. Where did I go wrong?

Pages: 1 2 3 ... 17