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Messages - Creis

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Resolved Questions / Maps
« on: July 19, 2014, 03:20:33 pm »
In custom blocks, one of the block fields and return types is "Map". What is this?

Ask a Question / Re: Minesweeper clone logic
« on: July 18, 2014, 06:11:04 pm »
Yes, i understand what are you saying there, with the steps. But my problem is in the specifi, tecnical act of counting adjacent tiles: should it go "let's check what surrounds the tile in row 1 column 1.  Tile 0/0? Empty. Tile 1/0? Has a mine, raise attribute "adjacent mines" specifically for tile 1/1 by 1. Tile 2/0? Nothing, etc, until it has checked around the clock. Now then , what surrounds tile row 1 column 2? Tile 0/1......" and so on, and so on until it loops through the board?

Resolved Questions / [SOLVED] Error trying to add to list
« on: July 18, 2014, 12:55:40 pm »
I'm trying to add a number to a list, and when I test the log doesn't give me any errors, but Adobe Flash player does, it says:

"TypeError: Error #1009: No se puede acceder a una propiedad o a un método de una referencia a un objeto nulo.
   at scripts::Design_24_24_MineLaying/init()[Source/scripts/Design_24_24_MineLaying.hx:121]
   at com.stencyl.behavior::Behavior/initScript()[E:\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/behavior/Behavior.hx:93]
   at com.stencyl.behavior::BehaviorManager/initScripts()[E:\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/behavior/BehaviorManager.hx:97]
   at com.stencyl::Engine$/initBehaviors()[E:\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:1092]
   at com.stencyl::Engine/loadScene()[E:\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:899]
   at com.stencyl::Engine/begin()[E:\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:756]
   at com.stencyl::Engine()[E:\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:500]
   at Universal/init()[E:\Stencyl\plaf\haxe\lib/stencyl/1,00/Universal.hx:57]
   at Universal/onAdded()[E:\Stencyl\plaf\haxe\lib/stencyl/1,00/Universal.hx:36]
   at flash.display::DisplayObjectContainer/addChild()
   at Universal$/main()[E:\Stencyl\plaf\haxe\lib/stencyl/1,00/Universal.hx:684]
   at Function/
   at Function/<anonymous>()
   at Reflect$/callMethod()[E:\Stencyl\plaf\haxe/std/flash/_std/Reflect.hx:56]
   at ApplicationMain$/begin()[Export/flash/haxe/ApplicationMain.hx:56]
   at ApplicationMain$/preloader_onComplete()[Export/flash/haxe/ApplicationMain.hx:83]
   at scripts::StencylPreloader/onLoaded()[Source/scripts/StencylPreloader.hx:316]
   at ApplicationMain$/onEnter()[Export/flash/haxe/ApplicationMain.hx:75]

It only happens when that "add (x) to (list)" block is being used. Is it malfunctioning, or I'm doing something wrong?

Ask a Question / Re: Minesweeper clone logic
« on: July 18, 2014, 11:13:52 am »
Been working with the tile api, and I have to say that it has solved a lot of the problems i had with using actor tiles.  I have the field, can uncover tiles and have mines generated each game. Still trying to get the mine-detecting and number-changing, but i have a pair of ideas.

Never mind, i just had to change the scale to standard (1X) BEFORE importing the file.

I made some tiles on paint, 11 in total, 352 x 32 pixels. When i try to import them to stencyl, it tells me that the image is 176 x 16 pixels, and warns me that it is not a multiple of the tile size. I think this has happened to me with Pencyl also. Any idea of why?

Looks like this could work. Thank you very much!

Ask a Question / Re: Minesweeper clone logic
« on: July 14, 2014, 03:41:48 pm »
I think I understand better now, I'll have to check. Thanks again.

I want to make actor identify themselves so as to organize their interactions. For example, actor A has to count actors B, so he checks one of these actors and says "Here's an actor B, let's count it... but wait!, this is actor B3, and according to my records I already counted it. Moving on then".

And it can't just change an attribute in B and make it so it can't be counted anymore, because there may be other actors A that may need to count that actor B.

Ask a Question / Re: Minesweeper clone logic
« on: July 14, 2014, 02:13:35 pm »
Thanks for your advice. It looks good,  but i think that it workm mainly if the stage and the mine positions are pre-determined, in which case i can put the corresponding number by hand. But if I want a random placement of mines each game i would need a way for the tiles themselves to know what number to show.

Your game looks good, by the way  :D

Ask a Question / Minesweeper clone logic
« on: July 14, 2014, 01:24:33 pm »
Hello everyone, I'm working on a minesweeper clone, and I'm having troubles creating the logic necessary to make the tiles show the number of mines adjacent. What way to do this would you recommend? Collission doesn't work with diagonals, and it's kind of iffy anyway.  I tried to make the mines Project a región around themselves and make the other tiles inside the regions increase value by one, and i think it could work but I'm having problems with, how to say it?, with making the tiles identify themselves individually.

Ask a Question / Running Stencyl from a pendrive
« on: March 13, 2013, 04:33:35 am »
Hello. Currently, i have no regular access to a single computer, so i wanted to put stencyl in a pendrive to use it in whatever computer i find. The program works fine, but in each computer the projects i start and the kits i download dissappear. I tried to make the workspace folder a folder in the same pendrive, but that options appears to default to a computer folder each time i use another computer.
What can i do?

Ask a Question / Re: Event repeating
« on: February 24, 2013, 11:41:31 am »
Wait, i think i found the problem. The "sword slash" actor had a life of 0.2 seconds, and it that time it activated the collision detection with the orb exactly 20 times. Anyway, i followed your advice and added that if the orb was activated, trigger event and deactivate, and if deactivated, do nothing. It still collides 20 times, but at least it triggers the event 1 time and does nothing 19 times.

Ask a Question / Re: Event repeating
« on: February 24, 2013, 07:39:46 am »
Where is the orb count being set? I don't see that part. And is orbs deactivated a list? I'm confused as to where the issue is. The code looks decent for now. I could see the trigger event causing multiple events if there is more than one linked door though.

Ah, sorry, that picture is from trying to use a list to see if something different happened, it just filled with 20 items, the code was like this attachment.

There is only one door to link, as seeen in the other file.

Ask a Question / Event repeating
« on: February 23, 2013, 09:17:02 pm »
Evening, i have a door that's supposed to open when two orbs are deactivated, so i put that when an orb is hit, it triggers the event "orbdown" in the door opening behavior, and in that behavior, when that event happens the orb count goes up by 1, and when it reaches 2, it opens.

At least in theory. What happens is that when i hit a single orb, my debug console tells me that the orb count skyrockets to 20, if i hit the other it goes to 40. i could make it work by making the door open at orb count 40, but i want to understand what is happening. i guess the event remains activated, and it remains adding 1, but why specifically up to 20?. How to stop it from adding multiple numbers, but still let the other orb add it's own number? the orbs are the same actor duplicated, by the way.

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