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Messages - JJGamez

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Well I did something completely different and BS'd a work around.

I never did get my question answered though. The behavior I made never tracked whether or not the actor was placed in the in the scene before creation or spawned on creation of the scene. It was a group>group collision behavior with the first group being "players".  So it wasn't Actor-Type specific, that's why it didn't make sense to me that it'd only work if the Actor Type was placed into the scene pre-creation.

It has to be a group>group because it's a specific part of the object the is being collided with. It has a different collision group.

All the objects are spawned too

There is a behavior where if the player lands on an a certain object it changes it's animation and shoots the player upwards.
(The kid lands on the toilet and it opens up with splashing water and the water shoots him up)

And it works perfectly fine if I place the Kid IN the scene editor as part of it, but it doesn't work if he is spawned into the scene. Does anyone know why this might be?

Everything works perfectly now, thanks everyone!

Sorry, it was super late when I posted this last night so my brain was fried. I understand everything now and I appreciate the explanations :D

And there will be way more scenes and objects then there are now.

I think it would help to mention that this is simple 2D platformer and the objects are what you platform on. There are 4 identical "When creating" code block sets on the left with the only difference being the x position. And this makes 4 "platforms" in a straight line that are random objects.

I'm working on a game where you constantly enter rooms at random and random objects spawn, but sometimes it doesn't work! For example, when the character enters a region, there is supposed to be a transition to 1 of 2 rooms. Most of the time it works, but sometimes the character will touch the region and nothing will happen.

The other example is the  object spawning. Random objects are supposed to spawn depending on if the assigned number is chosen by the RNG, but sometimes the objects don't spawn at all!
I provided images below showing the block coding for the examples. Can someone tell me why this happens and what I'm doing wrong?

PS: I used "x and z" in the subject because I worried that "x and y" would give a false impression about this being a position problem.

Fixed Bugs (3.x) / Re: Changing frame duration increases image size
« on: August 28, 2015, 11:53:02 am »
The most recent one, 8529.

Fixed Bugs (3.x) / Changing frame duration increases image size
« on: August 27, 2015, 05:03:17 pm »
Whenever I change the duration of a frame in an animation it increases the size of the image for that frame to a size that causes Java to run out of memory if I try to view it in Pencyl. I think it might have to do with Scale settings I have messed with but I'm still not sure why it doesn't trigger till after I change the frame duration.

Paid Work / Re: Indie Composer Looking for Projects
« on: August 27, 2015, 04:48:31 pm »
I'm working on a Beat'em up right now about goofy fish characters. We don't have a person for music yet so maybe we can work something out in the future.

Ask a Question / Re: Beat em up
« on: August 26, 2015, 11:53:13 am »
Try collisions between groups or reversing this so that the fist kills last collided actor.

Resolved Questions / Re: How do I make an enemy weak point?
« on: April 14, 2015, 09:08:37 pm »
Oh it works! Thanks! That's the one thing I didn't try because I thought it would effect all of the bots on the screen but silly me, the last collided works there too. Thanks a bunch!

Resolved Questions / Re: How do I make an enemy weak point?
« on: April 14, 2015, 07:24:39 pm »
Oh oops lol I fixed that.
It still doesn't work though, and I tried Creis' suggestion.

Resolved Questions / How do I make an enemy weak point? [SOLVED]
« on: April 14, 2015, 05:43:45 pm »
So in my game robots have a weak spot you have to shoot to destroy them, if you hit anywhere else the bullet will ping off of them.  I have the robots set to die after they play their death animation, so I have set them to play the death animation when a bullet hits their weak point. The photo attached shows the collision. The rectangle is the weak point and the circle is not.  I set the collision group to enemy weak point for the rectangle.
The other photo shows how I have this programmed.
I don't know why, but it doesn't work! If I change the required collision group to the robot it works fine!
Does anyone know another way to go about this?

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