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Messages - rob1221

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6406
Resolved Questions / Re: I Need Help With A Character Select Screen
« on: November 03, 2011, 07:09:50 am »
Yeah, just make an "actortype" attribute to replace the coin.

6407
Resolved Questions / Re: I Need Help With A Character Select Screen
« on: November 02, 2011, 11:44:29 pm »
After looking at your image again I found the problem.  Move your "otherwise if" statement below the first "if" statement, not inside it.

6408
Resolved Questions / Re: I Need Help With A Character Select Screen
« on: November 02, 2011, 11:11:43 pm »
The only other difference I see is that your attribute is not hidden, but I don't know if that will change anything.

6409
Resolved Questions / Re: I Need Help With A Character Select Screen
« on: November 02, 2011, 11:00:03 pm »
I made a couple actors to test this and it works just fine.  Is it an actor behavior attached to the character?  Also, if you aren't seeing anything at all it could mean the coin is being drawn behind the character.

6410
Ask a Question / Re: Projectile weapon behavior help?
« on: November 02, 2011, 08:24:39 pm »
I think it would be easier to move the shooting (if control is pressed, etc.) to a behavior attached to the ship rather than the laser and have that behavior create the laser and set the velocity.  Also, assuming you want to autofire when the button is down, make sure to add a boolean attribute to stop the weapon from firing every frame.

6411
Windows / Mac / Flash / HTML5 / Re: Escape from planet X
« on: November 02, 2011, 08:08:55 pm »
I don't know to what extent scene size affects performance.  If you already defined all the attributes and don't see any problems looking through your behaviors then post some screenshots of them and maybe someone can spot the problem.

6412
Windows / Mac / Flash / HTML5 / Re: Escape from planet X
« on: November 02, 2011, 05:43:54 pm »
The game runs under 20 fps for me.  Make sure there are no empty attributes and look under the "always" block to check for things you can stop from executing every frame.

6413
Resolved Questions / Re: I Need Help With A Character Select Screen
« on: November 02, 2011, 03:25:29 pm »
I'm guessing the coin doesn't go away because your game freezes from spamming actors onto the screen every frame.  When using the always block you want to make sure things that should not actually happen in every frame aren't by controlling them with boolean attributes.  Example attached.

6414
Ask a Question / Re: Getting animation list
« on: November 02, 2011, 03:11:28 pm »
When editing an actor you can add more animations.  Then when the actor is created, you can set an attribute to a random number between 1 and x where x is your total number of animations.  Make if statements for each number of the attribute and set the animation based on that.

6415
Game Ideas / Re: How to create Custom Blocks in Design Mode
« on: November 02, 2011, 03:03:26 pm »
This is very helpful; I had no idea when a custom block was created that another block was created under "custom" to accept input.  I tried inserting information into the orange block...fail.  :P

6416
Game Art / Re: Droppy Comic
« on: November 01, 2011, 09:09:30 pm »
Changing the color and shape of the thing the green guy is holding should make it stand out more instead of looking like part of Droppy.

6417
Resolved Questions / Re: How do I make an in-game store?
« on: November 01, 2011, 02:16:15 pm »
Just do that right before the transition to the next scene.

6418
Resolved Questions / Re: How do I make an in-game store?
« on: November 01, 2011, 02:01:16 pm »
Hmm I guess both would have to be game attributes; do the new images make things clearer?

6419
Ask a Question / Re: How to set a cetain amount of bullets
« on: November 01, 2011, 12:05:51 pm »
Make bullets a number attribute (game attribute if needed) that decreases by 1 each time the bullet actor is created or fired.  Use the attribute in a drawing block to keep the number on the screen.

6420
Resolved Questions / Re: How do I make an in-game store?
« on: November 01, 2011, 07:30:43 am »
Well that makes things a bit more complicated.  I think you can set up local attributes for every level to store the current amount of money.  At the beginning of each level, set the local attribute to the game attribute.  At the end of each level, set the game attribute to the local attribute.  When the level is restarted, the current money will go back to the amount it had when the level started.

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