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Topics - Zeanon

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Hello fellow stencylers again! :D
Ok, so i have a road actor with a cliff like thingy.
What i want to do is to set that when the player is on the road it is ok to jump but when it is on the cliff you cannot jump (so it can kill it self by diving into the cliff and out of screen).
The collision code for the player works just fine and he jumps when on road, but then i added the code for it to detect the collision when the character is on (or over) the cliff and although it should work just fine, it doesn't.
What i found out is that in the collision shapes i made for the actor although the two sides were defined as Tiles and the shape for the cliff is selected as a different group called cliffs the cliff group is not detected when i test the scene  because in the properties the actor is selected as a group of tiles. The exact opposite happens again when i select from the properties the group of the actor as a group of cliffs and the effect in the test game is not letting the player jump. What i understand is that although in the collision properties i am able to assign different shapes for different groups in the same actor somehow they don't work except only for the type of the parent group .
Sorry for the long post but i don't know how else i should describe the problem with less words.
Thanks for any advise in advance   :)

Resolved Questions / Problem with the nme.Lib.exit () ; code [Solved]
« on: November 19, 2014, 03:49:06 pm »
Hello friend Stencylers!
I used the above code with the overide back button so that i could exit the game properly from the main menu.
The problem is that when someone tries to access the game from the recent apps section of the android the game is shown as a black window instead of showing the last scene (the main menu in this instance).
Any thoughts of what i can do ?
I attach the sceenshots to the code as well of the black screen in the recent apps so that you can understand better what i am talking about.
Many thanks beforehand!

Ask a Question / Change between atlases produces lags? [HELP]
« on: November 16, 2014, 07:48:58 pm »
So i figured i should do some optimizing to my game by using the atlases in order to relief heavy use in memory.
So i set the credits/opening scene to the main atlas and then i distributed everything else evenly, atlas per scene. What i found out was that one scene (not the initial one) was lagging when it was changing to another scene and thus atlas.When i set all the scenes to a same atlas,(atlas 2) except the opening scene, the lag was gone away but now the credits scene which is in the main atlas seem to be the one lagging a little bit before changing scene to get to the main menu.
Keep in mind that when everything is on one atlas everything works flawlessly without any lag... well except a probability of the app crashing on start up he he  ;)   
Any thoughts on some workaround about the lag? or maybe i am doing something wrong?
Many thanks beforehand.

Ask a Question / Mobile Keyboard not drawing text [Help]
« on: October 30, 2014, 12:40:42 pm »
Ok.. so i used the Mobile Keyboard as Stencyl says in  .
By the way it says that its only available for IOS but i was able to open the keyboard on my android as well.. The only problem is that no matter what i do i cant make it to Draw anything that it is typed.. The event log shows that it sees the input given when i press anything on the keyboard but nothing shows on screen when the drawn command is given.
So is there something I am not doing right or is it that no matter what i do i cant have keyboard input on a android devise with the command <When mobile keyboard is typed> ?

Resolved Questions / Actor in front of rectangle? [Solved]
« on: October 26, 2014, 08:10:15 am »
I made the sprite for the actor to disappear and set it to show when the rectangle is drawing but it does not make the actor to come on top of the rectangle. In stead it stays behind the rectangle.
I am sure there is something i am not doing so does anyone have a clue?

Resolved Questions / Dynamic Animated Dialog Box [Solved]
« on: October 26, 2014, 05:09:50 am »
So the tutorial to do this was super helpful (anyone can search it on youtube by the same name).
It works flawlessly when used with flash but when i use it on my phone for my application it leaves a mark from where the animation would/should originate. Through test and trial i found out it was actually the stroke width causing this problem and anything more than 1 point of stroke width would actually make the mark be visible even before pressing any key to make the dialog box to animate. Is there a way to fix this? 

Hello fellow Stencylers!
I wanted a certain level/scene in my game i am developing to not be usable more than once per day (it will give the players extra stuff so i cant let them having infinite tries). So i figured out i would use the date  and time extension to check out what day it is save it in an attribute and then in the next start of the game to load the attributes, check and compare if its the same day and if it is to redirect you to another scene.
Otherwise to continue as it should..
Problem is that either i am not using the saving/loading block correctly or something entirely different is amiss..
Does anyone have an insight ?
Thanks for any help in advance!!  :)

Resolved Questions / [Solved] How do you get a List to show on screen
« on: June 15, 2014, 09:47:53 am »
I have populated a list with text and i want to be able to set each text show on screen... How do you do this?
How do you make Stencyl show text from the list?
It can't be done with draw text nor with print blocks as i already tried that part...    :'(

Any help?

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