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Messages - ichimitch

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16
Ask a Question / Re: How to use loops?
« on: December 18, 2019, 06:31:22 am »
Nice! Thanks for your input on both examples.  I think I'm going to have to call it a night because I'm just not taking information in at the moment. I'll come back and have better look at both examples with fresh eyes tomorrow.

17
Ask a Question / Re: How to use loops?
« on: December 18, 2019, 06:15:16 am »
Thanks for the quick reply.  I'll play around using your example and if I get it working I'll mark the thread as solved.

When you said you wouldn't use a loop for this feature, what would you use?  I still need to get my head around loops so it will be a good learning exercise regardless but I'm curious as to what you would do.

18
Ask a Question / [SOLVED] How to use a loop to flicker sprite?
« on: December 18, 2019, 05:46:59 am »
I can't figure out the logic for loops on my own...

I found an explanation of the loop blocks (http://www.stencyl.com/blocks/view/flow-loops) but I guess I'm a bit thick and need a bit of coaching to figure out putting them into practice.

I've attached a screenshot of some code. You can see I've used a lot of "Do after __ seconds" blocks to achieve the actor sprite 'flashing'. I'm sure there are probably several better ways to do this.

19
Ask a Question / Re: Help with 'set collison group to [actor group] for (collision shape)' block
« on: December 18, 2019, 04:03:30 am »
Awesome, thanks! That did the trick.

20
Ask a Question / [SOLVED] Can 'Mass' (physics) for an actor be set using code blocks?
« on: December 18, 2019, 12:18:05 am »
If you want an actors 'mass' to change under various 'if' conditions can it be set using code blocks?

21
Ask a Question / [SOLVED] 'set collison group to [actor group] for (collision shape)'
« on: December 17, 2019, 10:03:57 pm »
I want to create an 'collision' with 'member of group' event which is something along these lines:

Code: [Select]
`When [self] hits an actor of [Actors A]Set 'collision?' to 'true'If 'collision?'set collison group to [Actors B] for (collision shape #1)set collison group to [Actors B] for (collision shape #2)`
So the actor in question currently has two collision shapes which were set in the collision editor. Is there some way to set 'collison' attributes for the two existing shapes in order to use them with the said code block?

22
Ask a Question / Re: Need to learn how to debug....
« on: July 14, 2018, 01:29:58 am »
Thanks for taking the time to look at it.

I set the off screen bounds for the enemy character.  I wanted them to be able to slightly exit the screen before bouncing off the edge and changing direction. Do you think that may somehow be effecting the bullet?  Perhaps it has effected the entire scene rather than just the desired actor.

I normally do set actors to be killed off screen but somehow missed it this time... Thanks for picking that up.

23
Ask a Question / Re: Need to learn how to debug....
« on: July 13, 2018, 04:25:26 pm »
I'll re-download it when I get another opportunity (likely tomorrow). If noone else figures it out by then I'll take a look.

Sorry to bug you, I follow you on Twitter and know you're probably very busy working on that Spokane Goat project (which looks very impressive). If you do manage to find a moment are you still able to give this a look? Nobody else has shown any interest...

24
Ask a Question / Re: Vector art software recommendations.
« on: July 09, 2018, 07:58:20 am »
Thanks guys. I tried Inkscape for a bit. As well as a bunch of others I found at https://alternativeto.net/

After installing and uninstalling a number of them I finally settled on Gravit Designer https://designer.io/

It has an infinite canvas mode, a grid that can be either square or isometric and a pretty simple interface which meant I didn't have to spend long scratching my head trying to figure it out. If anyone else lands at this thread looking for recommendations I suggest giving it a look.

25
Ask a Question / Vector art software recommendations.
« on: July 09, 2018, 03:38:07 am »
Does anyone know of a user friendly vector illustration program?
Ideally with the ability to snap lines to set angles, like holding SHIFT key in (raster software) Aseprite.
A bunch of shape tools would be good, too.

26
Ask a Question / Re: Need to learn how to debug....
« on: July 06, 2018, 09:17:24 pm »
Oddly, the problem with not shooting at 45 degrees was a problem with the computer I was using.  While testing on another computer there was no issue. The issue with bullets stopping mid-flight is still an issue, though. I'll edit the original post to line up with the facts.

I originally thought the issue with the bullets might be caused by using "last created actor" as periodically the last created actor may be an enemy, not a bullet. So I changed the code blocks for both the enemy and the bullet to no longer use the last created actor function but the problem persisted. I did try to use the 'print' block and view the console but I didn't find what I was looking for... I'll keep trying.

27
Ask a Question / Re: Need to learn how to debug....
« on: July 06, 2018, 12:52:00 pm »
I disabled two extensions that weren't actually in use and reattached .stencyl the file.  I've edited the original post with links for the two extensions which are in use.

I also fixed the N timer issue that you pointed out to me. Thanks.

I wasn't able to import the game. There are a lot of missing extensions. If you could please list them and links to download them then it'd be easier for someone to pick this up and look at it.

While not relevant to the problem you're describing, your "do every (random integer between 2 and 5) seconds" won't have the desired effect. Another way to think of a "do every N second" block is to imagine giving the computer the instruction, "start repeating this every N seconds". Once you give it that initial instruction, whatever value for N is set is permanent. See link if you want a variable delay.

I don't know what the purpose of the 'randomizer' is, but I might be missing blocks because I don't have the extensions you require.

General debugging tip: Use the print block and keep the log viewer open while you run your game. This is useful to test things like collision response code, where you need to figure out if your code isn't working or the collision itself isn't happening. Printing values of variables can also help you figure out what's going wrong.

28
Ask a Question / Need to learn how to debug....
« on: July 06, 2018, 11:14:01 am »
I'm just trying to recreate old simple games to learn as I go.

This game has an issue that I seemingly can't figure out no matter how long I try...  Bullets sometimes lose all X and Y speed and stop dead in their tracks.  I've also noted that once this happens enemies can pass over them without collision.

I keep examining the code blocks but I'm at a loss.  Can someone give me some pointers on how to debug such things? And if gracious enough take a quick look under the hood to tell me what bad practices I'm doing?..

------------------------------------------------------------------------------
edit:
Extensions used are:
All in one Booleans - http://community.stencyl.com/index.php/topic,29132.0.html
Workflow Utilities - http://community.stencyl.com/index.php/topic,44968.0.html

29
Ask a Question / Re: [Solved] Lowering the volume on every channel but one
« on: July 05, 2018, 11:18:44 pm »
I used GeorgeN's 'Save Attribute' extension to save and load the volume attributes without having to save/load other unwanted attributes.  Excellent extension.  Really should be part of Stencyl's base package.
http://community.stencyl.com/index.php/topic,22217.0.html

30
Extensions / Re: Workflow utility engine extension
« on: July 05, 2018, 10:44:55 pm »
I've just discovered the world of extensions for Stencyl.

I think your 'Workflow Utilities' extension, Photon's 'All=in-one Boolean' extension, ETHproductions 'Extra Utils extension' and GeorgeN's 'Attribute Saving' extension should all be a part of the base Stencyl IDE...

Thanks for the contribution.

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