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Messages - Pixel Pusher

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Ask a Question / Re: Jumping Help
« on: October 01, 2012, 10:20:55 pm »
Here is something simple you can work off of. It will double jump then start over after hitting a tile.

Ask a Question / One direction Side Scolling?
« on: October 01, 2012, 12:27:31 pm »
How do we go about making the screen only move forward when the player moves forward, and the screen stays there? (One way scroll like SMB)

I've tried but no luck.

Ask a Question / Re: checkpoints
« on: October 01, 2012, 12:12:37 pm »
You could have a look at the Enhanced Pack Example Game on Forge. It's fairly easy to understand and it only requires the one behavior I believe.

I know check points are nice as long as you have a really big scene but another solution is to just make a separate scene.

Create X and Y number Game Attributes and Vekro mentioned. If the player is in a certain region trigger the coordinate reload location to be that of the X and Y position Behavior attributes for X and Y.

Completed / [Design Mode Block Palette] Palette to Show by Default
« on: September 28, 2012, 06:55:00 am »
By default currently, the Attributes panel shows first when opening a behavior to edit or creating a new one before having to switch to the Palette.

Shouldn't the Palette show by default? This might throw some new users off when there is no blocks to start with. Maybe just something minor but it's a thought.

I was just wondering because when you select Reset Layout the palette tab is selected.

Old Bugs (1.x/2.x) / Pressing Key Nulls out
« on: September 28, 2012, 06:47:09 am »
Stencyl 2.2

I have a scene event behavior at the title and yesterday it was working fine. If you press the Start Key, which is key Enter, I get this error message, and the event doesn't change scenes as it did when it was working.

I don't remember changing anything before it stopped working. This is what happens now when I press start to change scenes. I even tried removing the key from controls, then creating a new one and set it.

Code: [Select]
TypeError:Error #1009: Cannot access property or method on a null object reference.
 at Function/<anonymous>()E:\Create Your Own\....\scripts\]
at stencyl.engine.api

Ask a Question / Re: Sensor collision animation not colliding
« on: September 27, 2012, 01:08:49 pm »
Any technical reason why those collision blocks don't notice sensors?

Would be nicer and easier for hidden objects in a game to be revealed depending on what side you hit them from.

I have animations for jumping and falling and the player can land on the invisible power up without executing it's behavior.

Ask a Question / Re: Sensor collision animation not colliding
« on: September 27, 2012, 12:46:55 pm »
I'll try that.

Colliding with the invisible block as a sensor? Still need to detect when the bottom of the block was hit.

Ask a Question / Sensor collision animation not colliding
« on: September 27, 2012, 10:49:45 am »
Players Can collide with Power Ups but the behavior doesn't activate unless I uncheck Sensor for that animation. I also have Cannot Move checked otherwise the colliding power up will move and it's not supposed to. Thought maybe that was it, but same.

This actor type should only become visible if it's hit from below so that it can be fell through from above, but not from the bottom. Similar to the one way platform thing now that I think about it..

Resolved Questions / [fixed] Create Actor type creates two
« on: September 27, 2012, 10:22:11 am »
Anyone have a problem with the Create Actor Type block creating two actor types rather than just one?

My behavior works fine but it is creating two of them not just one.

Nevermind. Closed the game then reopened it and there is only one now.

Ask a Question / Convert this Score Drawer to Block Mode
« on: September 26, 2012, 08:08:19 am »
How can I design this code mode behavior to a 100% block mode behavior?

I'd like to understand the code inside the code block.

Ask a Question / Re: Cannot upgrade
« on: September 26, 2012, 07:57:35 am »
I think maybe that was/is because your Stencyl Folder is right protected? Or you don't have the privileges to write to a particular folder.

I'm not for certain as we discussed this a while back and can't remember exactly.

Ask a Question / Re: Attributes
« on: September 26, 2012, 07:51:34 am »
An "Actor" attribute is basically non-configurable. An Actor attribute is an attribute you must select from a scene you have placed them in when referencing that actor in a behavior.

So basically, there is only one Actor Attribute just like the rest of them. It allows for reference into a behavior so that the Actor selected can function as the behavior is build to.

If you want to disable a behavior, for instance for that actor, you must Create an Actor attribute, place it in the scene and in the disable behavior [xxxx] for [choose attribute] and select the actor who has the behavior that needs to be disabled.

Maybe I made since... maybe not. That's all I can think of.

An "Actor Type" on the other hand can be selected upon request at a given time without the need to be placed into a scene.

Ask a Question / Re: Looping background
« on: September 26, 2012, 07:03:08 am »
How many backgrounds are you using?
What size did you set for your screen size and scene?

If you create your background the same size as your screen size, it wont loop. Although, you probably want a bigger screen size and that will make the bg loop.

Another way is to create your bg the exact size as your scene's size therefore when it gets to the end of the bg, there is no more scene left resulting in a non looping bg but if your scene is pretty large it could get kinda slow FPS.

Ask a Question / Re: Do After n seconds block prevents screen fadeout
« on: September 25, 2012, 08:33:56 pm »
Well, this is what I got now, and it works. The kill block prevents the scene from fading out/in. You are correct. I Can't figure out when the kill block initiates but must be before the fadeout or it wont work.

I just remedied the issue using a hide sprite so it "appears" to die then kill it off officially after the transition. I'm not using the health behavior anymore, just what you see here in the one Start behavior.

Ask a Question / Re: Do After n seconds block prevents screen fadeout
« on: September 25, 2012, 07:16:51 pm »
In the "Created" event I set a Boolean "StartedGame" to false and replaced the Disable this behavior block with a StartedGame to true in the Actor - Any event.

I also have a modified Health behavior attached to it. I removed that behavior and it worked fine but the explosion didn't happen.

I'm also using a modified (merged behavior, the old health behavior merged with the explode on death).

This is what's SUPPOSED to happen, as it did before
Shoot the start actor with the bullet, the bullet dies, the start dies, explodes, fades out the sound, then fades out / into level 1.

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