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Messages - EatMoreHippo

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Ask a Question / Make a bullet spawn on a rotating gun
« on: August 03, 2011, 06:38:05 pm »
Hey there I'm trying to make a basic behavior where the a gun rotates around a character (following the mouse) and then bullets spawn from the barrel of the gun when you click.

I looked at the balloons example game and specifically the fire cannon behavior (attached) but can't seem to understand the critical part of the behavior with the cos and sin functions.

Can anyone explain that portion to me in newb terms or give me any suggestions for how to create a behavior that accomplishes the bullets spawning in the gun barrel?

Go to the collision group setting and set the actor to collide with tiles and not with players.

Hope this helps,
This doesn't work because the actor is supposed to block the player from moving but also move under certain conditions. Sorry that I wasn't clear.

The simplest way to do this is to make the mass of the object really high compared to the mass of the player (mass of object = 10000 kg, mass of player = 1 kg). Technically the player would still be able to push the object, but the effect would be pretty hard to notice.
I ended up doing this and it does work but I feel like there should be a way to actually do this in a less dirty way.

Like shouldn't there be a way to basically say if the actor collided with whatever group then don't move or respond to the collision?

Setting the actor to cannot be pushed makes them go through tiles so is there a way to make it so that an actor won't go through tiles but can't be pushed by a player?

Ask a Question / Re: Sensor Collision?
« on: July 25, 2011, 11:23:49 pm »
The whole point of a sensor is that it's an actor bound that doesn't have a collision. An actor doesn't need to be a sensor to affect/change things it's colliding with, a standard collision bound should work in your case.

~ Blob
I think I initially misunderstood you and wasn't clear.

Sensors still detect collision though and I want the actor (ice in this case) to affect the other actors while it's on top of it. The actor needs to be a sensor because I don't want it to have normal collision but rather produce a result that I control when other actors collide with it (to create a slippery controls effect in this case).

So the question is if the sensors do detect collision how can I call a block when the sensor collides with something?

Ask a Question / Sensor Collision?
« on: July 25, 2011, 10:35:04 pm »
How can I get sensor collision to work? I'm trying to have an "ice" actor, that is a sensor, apply a constant change to the behaviors of those on top of it but I can't seem to get it to actually constantly detect that there is collision between the two.

For now I'm using a region that detects if there's ice beneath but there's some bugs associated with this and it's not as good as basic collision with sensors (I'm assuming).

Archives / Re: "[anything] as actor" block
« on: July 22, 2011, 03:17:28 am »
I want to add to this too because often when I have multiple enemies (say enemy1, enemy2, enemy3, etc.) all named as attributes I can't reference them by saying

[enemy + [attribute:enemyNum]]
 (using a text + text block)

and that can make trying to reference enemies much more difficult or just impossible in a loop.

Archives / Favorited Blocks Put Into Easier To Reach Location
« on: July 22, 2011, 03:06:40 am »
I've favorited the comment block because I'm often using it but it's still a hassle to get to quickly without interrupting my flow.

My suggestion is can you make it so that when I right click on the grey space it has my favorited blocks right there in a list or something and ready to choose?

The right click menu I'm talking about is the one that currently shows undo, redo, paste, and arrange blocks.

News / Re: StencylWorks 1.0.3
« on: July 22, 2011, 02:59:10 am »
The simplified blocks are really cool and useful for making numerous similar attribute setting behaviors (movement behaviors come to mind) and are much more malleable.

So thanks a ton for them; they were an addition I wanted to see added.

One other addition they make me think of though is a more fluid way of setting negate blocks for attributes, like if I could stick a - in there to suggest negate that would be useful.

Resolved Questions / Re: Create playing cards (as actors?)
« on: July 18, 2011, 04:08:56 pm »

I indeed made as mistake. I used frames instead of animations.

With animations I can create a random card.
Unfortunately I am not able to "deal" eight of them.

I tried "repeat 8 times", but that didn't work.

Does anyone have an idea?

Thank you.

Best regards,
You'll have to set each dealt card to a different reference (attribute) and then communicate with them through those.

Resolved Questions / Re: Travel In Arc
« on: July 16, 2011, 04:20:52 pm »
I guess it depends how precise it has to be.  You could just give something a velocity at a certain angle, and let gravity/Box2d handle the rest.
This seems to work very well. My mistake was simply setting a y velocity rather than having one (like gravity) that updates each frame with a new value.

Resolved Questions / Travel In Arc
« on: July 16, 2011, 02:40:40 pm »
What would be the best way to get something to travel in an arc?

Ask a Question / Re: Different types of scene switch
« on: July 16, 2011, 03:55:34 am »
It's possible but somewhat tricky. You'd need to code directly in AS3 and have an understanding of Flixel's API.
Oh screw it then.

Ask a Question / Re: Different types of scene switch
« on: July 16, 2011, 02:23:50 am »
Alright then is it possible to:
  • Take a screenshot of a scene
  • Set that screenshot to the animation for an actor
If so, how do you and if not then what would you do?

Ask a Question / Different types of scene switch
« on: July 16, 2011, 01:46:03 am »
I'm trying to implement a type of scene switch that uses a visual effect where the scene "slides" into the next scene like in zelda.

Is there a way to do this type of effect for scene switching that doesn't involve making one super large scene?

Ask a Question / Re: Do after animation has finished?
« on: July 14, 2011, 09:42:55 pm »
1) Make it so the animation does not loop.
2) Then, in a behavior switch to this animation and set a Boolean attribute to true (e.g. Is Animation Death Playing?).
3) In the wrapper "always..", check if that attribute is true and, if so, check if the player's animation is still playing ("There's a Block for that!").
4)If this one returns false, then the death animation has stopped playing and you can kill the actor.
Thank you; this worked perfectly.

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