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Topics - Almakos

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Ask a Question / crash during gameplay, log attached
« on: June 13, 2012, 02:10:01 pm »
after some time of playing my game, I get this crash and have no idea where it comes from. I would be happy if someone could point out where I should look to figure out the solution

Archives / Reputation for forum members
« on: June 13, 2012, 11:33:03 am »
Here are so many great forum members and I think it would be awesome if we could show our gratitude and rise their reputation with our thanks, likes, pluses etc. Also that would inspire new members to be helpful or something. Just and idea. Community here is truly amazing.

Thank you guys for your support and help!

I have actor moving back and forth horizontally on screen. I want to drop something on it, so that will push him down for some value and then while continuing movement on x, I want actor to return to his initial y.
I was trying to use tweening, but that will stop actor's x movement.
How would I do that if possible?

Resolved Questions / [SOLVED] Having troubles turning off animation
« on: June 11, 2012, 11:21:06 pm »
Hey guys,
I have unchecked "looping?" in the appearance tab, and when animation finishes, actor stays with the last frame of the animation. Now I want to check whether animation is playing, and the result is "yes" all the time...So how do I kill it? or should I count frames to do that?

I have a grenade which explodes in 2 seconds after collision. When there is single grenade, everything works as expected, but if I throw several, they start colliding and then things break (I get infinite explosions, some never explode, etc.).
I need to treat each grenade separately, but have no idea how to do that in Stencyl.
I think I need to create some sort of array (List Game Attribute?) dynamically filled with grenades, so I know which one and when should explode...
But I don't know where to start.
Any help appreciated.

I have scene behavior which will spawn actor when collisions happen. But I have no idea, how I delete that created actor after some time...

Resolved Questions / [SOLVED] How to send messages between behaviors?
« on: June 10, 2012, 12:46:23 pm »
Hey guys,
I've read on stencylpedia, that messages can be sent between behaviors. But how to do that? I've tried to search the forum, but with no luck...

I want to trigger some action in current behavior, when something happened in another behavior.

I am checking whether two actors collide and then trigger an event. But sometimes I can see that event has been triggered several times during collision. What is the best way to read only first collision and ignore all following for collided couple?

I've got some enemy actors who shoot bullets and when those bullets collide with Player's bullets, they explode.

What is the right way to organize this?
Is it better to make explosion a separate actor which will be spawned when two actors collide or it is wiser to make explosion as animation of bullet and trigger it on collision?

In the first approach I am not sure I know how to kill newly spawned explosion actor and in the second I don't know how to make explosion stay on place where it was spawned and ignore all further collisions.

How would you advise me to accomplish this?


Archives / Incorporate particle system
« on: June 08, 2012, 01:35:57 pm »
There is a simple particle editor, called Particle Designer, developed by 71Squared.
As I understood it creates particles for Cocos2D, Sparrow, Starling and MOAI.
It would be really great if Stencyl team found a way to run particles made with Particle Designer inside games made with Stencyl. If that is possible at all.

Resolved Questions / An action script error occurred
« on: June 07, 2012, 01:22:45 pm »
Hi guys I've got sudden error

Code: [Select]
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Function/<anonymous>()[/Users/Almakos/stencylworks/preview/scripts/]
at stencyl.api.engine::TimedTask/update()[/home/stencyl/]
at stencyl.api.engine::GameState/innerUpdate()[/home/stencyl/]
at stencyl.api.engine::GameState/postUpdate()[/home/stencyl/]
at stencyl.api.engine::GameState/update()[/home/stencyl/]
at org.flixel::FlxGame/update()[/home/stencyl/]

Is it possible to say what the problem is according to error description?

Archives / Leaning curve in Stencyl could be better
« on: June 06, 2012, 10:40:53 pm »
I find it very difficult to learn Stencyl at the moment.
There are some reasons to that:
no books
not so many decent video or written tutorials

But the weakest part (as for me) is that behaviors which come with Stencyl or can be obtained via forge are overcomplicated sometimes and not very suitable for a newbie to study.
Take pre-shipped 4 way movement behavior for example.
It doesn't look too engaging (for me at least) to deal with.

What I suggest is to create simple and easy to study behaviors for beginners. Let them be not very effective or right way of doing things, but they should be easy to understand and play with. And goes without saying they should be well commented.

Ask a Question / Actors and regions question
« on: June 06, 2012, 12:57:28 pm »
I want enemy's bullets to disappear when they enter a region, which I created on a scene. What is the right way to do this?
I was trying to solve this through scene behavior and through actors behavior, but I get or 1 last bullet to disappear or all bullets disappear all-together.

It is not very convenient to reopen all tabs, when I want to restart Stencyl. Is there any way to pin tabs or reopen last session tabs?

Hey guys,
I've created an actor (Player), attached "fire a bullet" (from library) behavior to him, then I've created another actor (Enemy) and attached another "fire bullet" (from library) behavior to him as well.
Now I want to tweak those behaviors, but it comes out that this is one same behavior. And whatever I change for the Player, applies to the Enemy.
Is there a way to create different instances of pre-shipped behaviors, when created from library?

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