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Ask a Question / Define Within The Scene
« on: August 10, 2012, 10:06:42 pm »
While this is focusing on one specific pre-shipped behavior, it applies to other things as well.

For the behavior, Follow Target, it says that I have to define the target player within the scene - that is, place the actor that has Follow Target, and then define the target actor in the inspector panel.

My question is how to tell actors that are spawned after the scene is created to target the target actor.
I haven't even said that as a question... how do I tell actors that have a behavior that requires you to define something in the inspector panel that I spawn after the scene has been created to do what I want? :P.

Game Art / SWATLLAMA's Terrible Art!
« on: August 06, 2012, 09:42:27 pm »
Hello there! I shall showcase all of my beautiful art here! Actually, I won't. I will only showcase the art I do for my games. The terrible stuff that it is. I'm too embarrassed to show most of it, since they are just simple polygons, but I've been working on these two sprites for a few months. Like.... 9 months on and off.

They are pixelated sprites of drug addicts. They're not very good, but are drug addicts very good? My point exactly! They will be featured in a game I'll start the coding on once 3.0 comes out. Till then, I'm just focusing on art.

Enjoy. Please give suggestions as to how I can make them better. I will continue to tweak them as needed. I don't think I'll have any animations besides a few leg movements to lean and un-lean, since I'm guessing idiots are sluggish.

Kids, they are also fat. So don't do drugs. You'll become fat, obese, have high cholestrol, be miserable, and die slow and painfully while having thousands of diseases running through your bloodstream. I'd add wrinkles to my images, but obviously I'm a terrible artist.

Ask a Question / Tile API Running in a "Do Every" loop.
« on: July 12, 2012, 12:42:06 pm »
For my code, I'm having a lot of difficulty. To save me the work of going through Stencyl's AS3 Code Mode and having a lot of null stuff, event listeners, and general clutteredness, I tried to run the Tile API through design mode in a code block. I don't know if that's what is causing the problem.

Oh yes, the problem! It just stops and freezes.
Attached is a screenshot.

My Code:
Do Every [.1] Seconds
Code: [Select]
setTileAt(2 * _Hurdler.getXCenter(), 1, 0, 0, 0);

I know that it says that tiles can only be added at the start, but Abi said that was untrue.

Chit-Chat / Gamesalad for Windows it Now Out
« on: June 20, 2012, 09:38:30 pm »
I thought I should make a new thread to announce this. The Gamesalad for Windows is now out.
Yipeee.... yay... buggy software.... woopdeedooo. I'm so elated.

I actually haven't tried it out yet, but if it's anything like the mac version I tried out, it's gotta be hard to use. I imagine that the Windows version is way more buggy than the mac.

Chit-Chat / Playing Non-Computer Games On The Computer
« on: June 10, 2012, 12:22:35 pm »
Does anyone know some good places to get the file of old games like Spyro the dragon? I know that they do exist on the internet, but I'm worried about getting a virus. If I can get the file, I can emulate it and play it.

This thread is for all non-computer games.

Chit-Chat / Get yer DOS games!
« on: May 17, 2012, 08:16:34 pm »

I don't know anything about the site. I just found it, but a lot of great DOS games that I want to play are on there. I wish I hadn't missed out on that era. I blame my parents for not having me soon enough.

Chit-Chat / Gamesalad for Windows beta out Now!
« on: May 17, 2012, 04:03:12 pm »

We've wanted it forever! Actually, I used gamesalad on a mac once. It was kinda shitty. But at least I won't have to pay for istencyl, since I know my brother and dad are too cheap to do that even if it'll pay off.

Anyway, this is just the beta. I'm going to download it. You probably don't need a powerful computer for it considering that gamesalad is made for macs.

Ask a Question / Gravity vs. Inertia
« on: May 10, 2012, 08:09:00 pm »
Right now I'm thinking of making a game kinda like Gravity Wars in a way. It'd be more of a shooter with planets that affect gravity, mathematical equations as enemies, etc. :) (Do your math homework kiddies!).

However, what I'm worried about is how Stencyl will handle the gravity. I don't think there's a way to enable the gravity for the particular object in the gravitation pull or region so how would that be done while keeping 0 gravity while not in the region and not getting rid of all the inertia?

Ask a Question / Nooby Mochi Help
« on: May 06, 2012, 11:19:42 am »
Since my game is almost near completion, I've been trying to set up mochi ads. Sadly, nothing seems to work. I think I have followed the tutorial correctly, but when I test my game in my browser, no ads show up. Can someone help me with this problem so that I can finally get this project out of the way?

Yay! We've all probably known that this day would come soon, and here it is. The new, 3rd generation intel core is out for desktops. As far as I know, the most high-tech one clocks at 3.5 gigahertz and costs $313.

What's so great about these though? They're more efficient. For power consumption, Intel says that they are around 37% faster. They also use 3D transistors, whatever that means. o_O

What I find odd is this chart:
As you'll see, the highest end one, the i7-3770k, clocks at 3.5 gigahertz and has an 8mb cache.
The 2nd generation i7-3820 x79 chipset clocks at 3.6 gigahertz and has a 10mb cache, and it only costs $250 now (it used to cost #320 from Microcenter.)

So what are your thoughts? I was thinking of waiting to buy a computer in the fall when more ivy bridges are out, but if they aren't much more powerful, I think I'd just buy an older core for cheaper. I also don't know if the ivy bridges do well with x79 motherboards. Of course, Intel will come out wth some new processors soon enough.

Old Bugs (1.x/2.x) / [[SOLVED]Flash player cannot test a simple scene
« on: April 20, 2012, 08:36:29 pm »
Since I've been having troubles with my games not running at all, I created a new game, uninstallled stencyl, Java, reinstalled and downloaded them, and did a test. The test was that I'd make an empty game with an empty scene, and I ran it. This is what came up.

Here are the logs of the empty game.

I'm on 64-bit Windows XP, on Java 6 Update 31.

Chit-Chat / Post Programming, Art, and Sound Tutorials Here
« on: April 20, 2012, 07:36:28 pm »
Hi there, people, and maybe you weird non-humanoids that are using this. This thread is for posting programming tutorials.
Please specify whether the tutorial is: Video, interactive, or Article form, free or paid (most will be free, undoubtedly), and judge the level - beginner, intermediate, Stencyl creator level. :)
This is also for sound and art tutorials.

Anyway, I've got lots o them here, and I'll continuously update this thread.

ART - 40 pixel art tutorials.
Article - 35 vector art tutorials using a free program called Inkscape.

Sounds - Orandze is a very good composer.
Article - Another tutorial by Orandze. It's about music theory. My head hurts from it, but it's very useful.

PROGRAMMING - This is for web design.
Interactive - This is for C, C++, and Java in the future. I think it's an okay series of tutorials. I found it a little difficult to get through the walls of text, but maybe it's just the unattractive look of the site. They should put a picture of me in as the background. :D
Article - These are some nice Actionscript 3 tutorials.
Article - I haven't really done any of this, but it is a series. I have heard they are good. This is for Python 3.2.
Video - A lot of college tutorials here for beginning programming.
Article - A good C# tutorial. C# is for Windows, which makes it nubby, but it's a good language to go onto something more advanced. Also, if you want to use Unity3D, C# will be invaluable, as will javascript(but C# can do more).
Video - A lot of tutorials. Lots of shit involved. I mean, shit is said a  lot. You'll see.... :D Very good though, at least for the quick python tutorials I saw. HOWEVER, this is for python 2, I think 2.7 to be exact. Python 3.2 is the newest version as of now, and though not quite as easy (in my opinion), it can do more.
Article - Site focusing on website design.
Interactive/Article - Official Unity3D tutorials. While there are others that I haven't shared, these are probably the best that are not in a book form.
Article - A tutorial for flixel, which Stencyl uses.
Article ]/b] - Some tutorials on Actionscript 3 principles.
Article - A site with thousands of lessons and exercises, almost all focusing on math. However, there is a huge science section with at least a few hundred lessons, and a smallish computer programming section consisting of around 24 lessons. There are some python tutorials here, but I don't know if there are any other ones as of now.
All methods

Post your tutorials and I'll update this frequently! I also have a plethora of Unity3D tutorials, but there are so many that I'm not sure if I should post.

I was very excited about getting Stencyl 2.0 today, but while working on my game, I encountered a bug. I made basically this same behavior in Stencyl 1.4, but now it's not working with the remake. I've tried it in the always event, all the collision ones, and nothing works.

Ask a Question / Grow self by: Changing collision b ounds
« on: April 12, 2012, 05:15:39 pm »
Today I started trying to work on the "3D" aspect of my game. However, I encountered a problem once I finally figured out how to do it by growing it bigger or smaller. The problem is that the collision bounds stay the same. I've tried hard for a good few hours to try and change the collision bounds to match the width/height of the target actor, but no luck.

Ask a Question / Quick question: Setting a fire rate.
« on: April 10, 2012, 08:49:33 pm »
I'm working on a game that is supposed to somewhat resemble a shooting range. It's in 2D, but I am working hard to make it look 3D, though it's not near that state yet, I've kinda formulated how to do that in my woolly head.

Anyway, for my crappy looking pistol, I want to have the fire rate at a maximum be 1 shot every .5 seconds, so 2 shots per second. Here's my behavior:

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