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Messages - chongyunxiang

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Ask a Question / Re: Getting rid of the line beside the numbers
« on: July 21, 2015, 10:08:52 am »
Hi Matt,

I downloaded Gimp, but the font that I downloaded don't have any Image included. There's only the .tff file and a .gif file about the author and license.

So sorry as I don't know much about font editing.

Here's where I got the font:

I am currently trying to fix the "Walk" animation and this is the collision that I have. I placed the actor on the ground, but it keeps floating up.



I created my own sprite for my game. Previously I was using Mambo and was able to touch the ground and jump onto platforms. But after I replaced Mambo with my own sprite, my character keeps floating a fixed distance above the ground and platforms.

I resized the sprite to take on Mambo's size, and even check the collision. Where did I go wrong?


Ask a Question / Re: Getting rid of the line beside the numbers
« on: July 21, 2015, 08:41:45 am »
Hi Matt,

Yep! It's a custom font. How do I edit the image? I only see an import font in Stencyl and font color editing tools.


Ask a Question / Re: Getting rid of the line beside the numbers
« on: July 21, 2015, 08:19:24 am »
Hi Matt,

You mean to increase the workspace? I'm trying to work for mobile, 320 x 480. What I did was to display a font showing my score, and this happens. There's only the background image running. So when you say increase canvas size, I don't quite understand.

Ask a Question / Getting rid of the line beside the numbers
« on: July 21, 2015, 01:35:28 am »
I drew my font on the scene and when I test the game, there's a single line appearing at the side of the numbers. The larger I set the font size to be, the more visible the line will be. Is it because of my font? But that can't be. I tried using different fonts and ended up with the same problem.

The pic I attached is really small, so sorry.

Ask a Question / Re: Making game harder by increasing speed
« on: July 21, 2015, 01:23:10 am »
Thanks! I realised that I actually had it working, but I speed difference was too great. I had to gradually increase the speed after player reached a certain score.

Ask a Question / Making game harder by increasing speed
« on: July 20, 2015, 09:52:15 am »

I made a jumping side-scrolling game that moves the floating platforms towards negative x axis. I want to increase the speed of my platforms after the player hits a certain score.

I created a Behaviour that Sets X-Speed to -20 for Self, and I attached it to my platforms.
I also created a Scene Behaviour that with a custom when Spawn Platform happens, that spawns Platform  and a Do After 1 Second, trigger Spawn Platform.

I tried setting an If statement, that if the Score > 5(just a random number) Set X-Speed to -20 for Self. And for the Scene Behaviour, I created another custom behaviour: When IncreaseSpawnSpeed happens, If Score > 5, Do After 0.5 Second, Trigger IncreaseSpawnSpeed

It kinda works, but the transition isn't smooth, not like those professionally made ones.

I deleted what i tried doing and reverted back to the initial stage.

Where did I go wrong and how do I properly increase the spawning speed to increase difficulty in the game?


Ask a Question / Re: Increasing score when actor hits another actor
« on: July 18, 2015, 11:17:54 pm »
Thanks guys! I got it to work already.

Ask a Question / Increasing score when actor hits another actor
« on: July 18, 2015, 11:44:07 am »

I'm able to increase my score when my character hits an actor. I want my score to increase by +1 per actor that my character hits. But it keeps increase so long as it is in contact with the actor and only stops the addition after I part from it.

How do I only add +1 for every time my character hits an actor?


Ask a Question / Re: Jump and hold behaviour
« on: July 17, 2015, 09:48:52 pm »
It's alright already. I found a behaviour. But also realised that it can be done increment/decrement of jump force. But there must be a Hold attribute created first.

Ask a Question / Jump and hold behaviour
« on: July 17, 2015, 09:42:14 pm »
Is there a behaviour that allows players to hold the button to jump longer/further?


Ask a Question / Re: Disabling controls and time
« on: July 17, 2015, 09:11:37 am »
Drag it over to stencyl  were says click here to create a new behavior
it goes in the scene behaviors

Thanks! It really works! And I studied it and realised that all I need to add or change in mine was just If Timer < 0, set Timer to 0. How stupid of me not to think of that! I kept trying to use = 0 instead of < 0.

I tried creating Left and Right behaviours, then disabling the behaviours on scene when Timer < 0. But when I do that, the behaviours are immediately disabled when scene is created. Where did I go wrong?

Are there any ways I can disable controls when Timer = 0?

Ask a Question / Re: Disabling controls and time
« on: July 16, 2015, 09:26:28 pm »
Try if (timer)<=0 -> do stuff. So as soon as you hit 0 stuff happens what ever you want to do.

I tried, but it still doesn't work, but I'll try it again.  I can make stuff happens when the timer is <=0, but how do I make it stop counting? And what are the commands to disable controls like Right and Left buttons?

Here you go try this timer 

I downloaded it, but it's an image of a hammer! Haha!

Ask a Question / Disabling controls and time
« on: July 16, 2015, 12:12:37 pm »

I got my controls and countdown timer working. It's just that I can't make my timer stop at 0. It keeps going to -1 and so forth.

And I'm trying to disable all controls after the timer hits 0. So far the only way I could make everything stop is with the Pause function, but that is definitely not the solution to my problem!

I saw a Timer behaviour, it could make my time stop at 0, but it always shows 4 digits, inclusive of milliseconds. It's a really good timer, but I can't get it to just show 1 single digit. Thus I thought it would be better to just make my own timer, which ended up going into negative time!


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