Stencyl 2.1 - (Released May 25th)

captaincomic

  • *
  • Posts: 6108
1. For Scene Switch Button and for Mute Button of Actor Behavior - One more option to add image on mouse hover (Mute would need 2 for both states)
Yes, this has been suggested before, and we will do this in the next update.

Quote
2. This is a way out there suggestion. But for my games, hidden objects, which works awesome but for one thing. My list of objects to show the player to find is normally 50 total and they can see 5 at any given time. These objects are image outlines. Can we have some functions for addining all these objects to list, randomly picking one and deleting that one from the list. I tried to code this, gave up and just made it simple with a lot of hard coding. Something dynamic would be awesome.
I'm not sure what you are trying to do, but it sounds like it was already possible. Take a look at list attributes; there is also a block to generate random numbers.

Miasmos Games

  • Posts: 878
With no. 2 I thought I new what he was talking about as well, and that it was easy (done it myself), but then I realised that I think he might be talking about how you add all the actor types to the list in the first place - that part's very tedious and annoying, not to mention clunky.

Cupcake Bounce

captaincomic

  • *
  • Posts: 6108
Ah, I see, it's about adding actor types to a list. In that case, you could add the names of the actor types to the list and then use a little bit of code to get the actor type by name.
For Flash:
Code: [Select]
getActorTypeByName(_Name);For iOS:
Code: [Select]
[self getActorTypeByName:_Name];

bigleaphr

  • Posts: 188
Attachin a screenshot of what i did to make it work for me. Very messy, since the example is with 5 objects and sometimes each level can have 40 objects. An easier way to do this would be nice.

captaincomic

  • *
  • Posts: 6108
Yeah, that's exactly the kind of situation you can solve with the code posted above.
Create an actor type attribute, let's call it "Type" then the internal name will be "_Type" (if you call it differently, you can look up the internal name in the attributes tab, it's the name without special characters preceded by an underscore.)
Then instead of all the if-statements put this:



bigleaphr

  • Posts: 188
Yeah, that's exactly the kind of situation you can solve with the code posted above.
Create an actor type attribute, let's call it "Type" then the internal name will be "_Type" (if you call it differently, you can look up the internal name in the attributes tab, it's the name without special characters preceded by an underscore.)
Then instead of all the if-statements put this:

Worked - Worked - Worked - Thx you are a genius.


Also thought of another suggestion. Instead of using "Lagless Actors Code" maybe a simple behavior to select it for actors.

osiaslemuel

  • *
  • Posts: 371
When I created a new actor,add it to the scene and test the game, it does not always show the image of the newly added actor. I always restart stencyl when this happens and the image of the actor will show up when I test the game.


I don't know if other stencyl users experienced this problem.
It's better if it would be fix in the coming scene designer update  :) .

AlexVsCoding

  • *
  • Posts: 186
Fantastic set of features coming up, working inside the borders has always driven me nuts! Keep up the awesome work!

Xietao

  • Posts: 725
When I created a new actor,add it to the scene and test the game, it does not always show the image of the newly added actor. I always restart stencyl when this happens and the image of the actor will show up when I test the game.


I don't know if other stencyl users experienced this problem.
It's better if it would be fix in the coming scene designer update  :) .
Me too +1
Free Time:
Monday, Wednesday, Friday: 13h
Tuesday, Thursday, Saturday, Sunday: 7h
Loving Linux...

Rob

  • *
  • Posts: 1268
Can you folks give these a try and get back to me here:

1. Before you test your game or scene, just do a save first. Use either File->Same Game or <ctrl>-S to save.

2. As an alternative, can you try the nightly build below to see if it works without explicit saving?

http://community.stencyl.com/index.php/topic,3874.0.html

GOLDEN RULE #1 : SAVE YOUR GAMES FREQUENTLY
IOS/XCODE DEBUGGING
http://www.stencyl.com/help/view/xcode-ios-troubleshoot/
WATCH STENCYLWORKS VIDEO TUTORIAL BY SUNRISEKINGDOM
http://www.youtube.com/watch?v=KDfRfjzr9j4&feature=channel_video_title

osiaslemuel

  • *
  • Posts: 371
Tried the first one and it works  :D

Rob

  • *
  • Posts: 1268
If you get a a chance, please try #2 also. Thanks.
GOLDEN RULE #1 : SAVE YOUR GAMES FREQUENTLY
IOS/XCODE DEBUGGING
http://www.stencyl.com/help/view/xcode-ios-troubleshoot/
WATCH STENCYLWORKS VIDEO TUTORIAL BY SUNRISEKINGDOM
http://www.youtube.com/watch?v=KDfRfjzr9j4&feature=channel_video_title

Xietao

  • Posts: 725
I Know when test the game will save first.
Free Time:
Monday, Wednesday, Friday: 13h
Tuesday, Thursday, Saturday, Sunday: 7h
Loving Linux...

Mineat

  • Posts: 379
I know that when testing the game, it will save first.
Translated, sorry.

ridhwaan08

  • Posts: 288
awesome can't wait for 2.1
Nothing is impossible, the word itself says 'I'm possible'!

Audrey Hepburn