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Messages - dragonfrog

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Final code for the record:
When drawing
-Draw text [user input] at (x:[ ], y:[ ])

When [a] is [pressed]
-Set [user input] to [user input] + [a]
(Repeat for each letter)

When [backspace] is [pressed]
-Set [user input] to part of [user input] (start:[0], end:[[user input] length] - 1)

OK, that's actually not that bad.  What about the ability to backspace though?  That doesn't seem to follow the same pattern.

I'm trying to build a really simple typing game in which a specific word being typed is required for the character to attack.  Basically, I'm looking to create a behavior (in block code mode) that runs something like this:

-get [what text is supposed to equal] from behavior [another behavior]
-display inputted text
-check inputted text after each letter
--if [inputted text] = [what text is supposed to equal]
---make character attack
-if character is hit (I'll figure this out)
--clear inputted and displayed text

This seems really simple, but I can't figure out how to make it happen or find anything similar online.

News / Re: Summer Game Jam (Ends June 30th - Win $100!)
« on: June 30, 2011, 09:45:39 pm »
After much work to get this in by the last minute, I find Stencyl hates me my game is too large to upload or something...
So I would like to still enter, but had to make a few concessions.
1) There is no music.
2) I couldn't upload it to the site, the best I could do was get it on StencylForge.  I don't even know if that's legal within this contest.
3) It wouldn't let me rename it, so it's under the terrible old name of "Rolling thing pushes non-rolling things."


Anyway, description:
An adventurous circle leaps into action to defend his country.  Stop the evil squares by pushing them into ditches.  And get popcorn.

News / Re: Summer Game Jam (Ends June 30th - Win $100!)
« on: June 28, 2011, 07:40:38 pm »
I just discovered Stencyl about two weeks ago and am really working on my submission down to the last minute.  I still need to basically create the boss, add in music* and sound effects, and feel the compulsion to basically redo all the graphics and tilesets.

With that in mind, when exactly does a submission have to be in to be counted in this contest? (and what time zone?)

*Also, after trying to work with LMMS and other music creators, I have come to the conclusion that the combination of swiftly approaching deadline and my lack of musical ability mean that I'll have to use music from the Forge.  On that note, how should we best provide credit for the creators of any music we use?  I've seen a few games with comments by KungFuFurby noting the lack of credit for the use of his music.  Also, is there anywhere other than the Forge we are allowed to get music from - does it have to be under a certain type of copyright or something of that ilk?

Edit: OK, I just read the original post for about the eighth time and apparently up until now have missed the fact that the answer to my question is right there.  So just the music thing.

Ask a Question / Re: I don't understand "messaging"
« on: June 28, 2011, 06:55:42 pm »
You can use it to do lots of things.  Like If you want a coin counter, you could have a behavior on the Coin Actor, that would message something to the scene.  And it can literally be anything.  Like you could say, "Tell this scene to 'potato' for all behaviors."  Then in another behavior in the scene, say, "When this hears 'potato', increment 'Coin Count' by one."

Ask a Question / Re: POWERUPS!
« on: June 28, 2011, 05:33:53 pm »
Is Balls in Space actually on StencylForge?  I was looking for it to see how it did something else and couldn't seem to find it...

What I want is to have "Song A" play for levels 1-7, "Song B" play for levels 8-14, and "Song C" play for the boss.  So on level 1 I set it to stop all sounds then loop song A, on level 8 I set it to stop all sounds and loop song B, etc.
But then if I play level 8, and go to the level menu (which is set up for song A), and then enter level 9, song A is still playing.
The solution to that would be to put a copy of the behavior that stops all sounds and plays song B on level 9, but then if you played level 8 straight into level 9, the song that should be in a loop breaks up, and either way, when you die in level 8 each time, the sound will restart.

I'm probably explaining this really bad, but basically what I want to do - but can't find the blocks for - is set up a behavior like this:
When Created
_If (not ((Music) is playing))
__Stop all sounds
__Play (Music)

Any way to go about this?

I know the game you're talking about; I just played it, but can't find it on the Forge to see how it was created.

So basically, though, if I wanted something to spin around something else, I... create a hinge joint on the one being spun around...?  Then stick joint them together...?  I haven't been able to get it to work...

Ask a Question / Re: Problem Killing Actors
« on: June 26, 2011, 03:30:41 pm »
Try changing "If mouse was pressed on Self" to "If mouse was released on self."  I've found that helped for a few behaviors I was having issues with.

I've done a lot of messing around with the joints, but have found the entire "Edit Joint Properties" menu completely useless (nothing changes anything).  When you connect two actors, the joints are automatically set to the center of each actor.  This often makes things difficult.  Is there a way to set where the joints go?
Also, hinge and sliding joints seem to do nothing other than make an actor unable to move.  What is their use?
Any other joint secrets?

Game Ideas / Re: What are some good ways to create music for a game?
« on: June 25, 2011, 09:11:22 am »
Downloaded LMMS, looks pretty cool (though the mascot/icon is terrifying), ran through a tutorial... One thing, though.  I've been completely unable to do anything without a horrible amount of static.  I started out with the Freeboy plugin, killed channels 3 and 4, and set SRS as low as possible, but nothing's doing too much to help.  Any idea?

Edit: Never mind, I just had to change some setting.  Great software, thanks!

Ask a Question / Re: How do I make picking up key open a door?
« on: June 24, 2011, 01:17:05 pm »
I had a difficult time doing something very similar.  In your behavior that you attach to the scene, there are two problems.
1)  (Greg already said this) You need to add a block above the one that creates open door to kill the locked door.
2)  You're having "CounterAttribute" increase, but wanting "increments" to equal the done amount.  Under "Attrributes", create a block for "increments" and put in place of "CounterAttribute" and you should be all set.

See attached picture as a model.

Game Ideas / What are some good ways to create music for a game?
« on: June 24, 2011, 09:41:29 am »
I'm trying to make the game I'm working on as original as possible, so I've been messing around with online music editors, specifically Audiotool and Aviary Music Creator.  I haven't had too much luck with either, though, and was wondering what others might be using in terms of music creation, especially since I've seen a few users on here who have created some really good music.

Ah, that's quite clever.  Thank you.

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