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Topics - Wowlex

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Super-smart Stencyl folks! I need your help.

I'm not sure if this is possible, but I can't seem to find exactly the info I'm looking for.

I know you can connect the edges (top-bottom or left-right) of a scene by doing something simple, like having your actor pop up on the opposite edge of a scene and snapping the camera.

I want to make it so as you approach the edge of a scene, your actor still stays centered and you just seamlessly scroll through to the opposite end of the scene. I have a fast-paced game and I want the level to be "infinite" but still want you to be able to see where you're headed without the camera jumping back as you teleport to the other edge.

The art I'm posting will show what I'm trying to describe. Imagine the little guy is jumping to the upper right platform on a small scene. Can I get the camera to follow him, centered and have all the tiles follow infinitely?

Thanks for the help, and please let me know if I should try to explain my problem better.

Bug Archives / Android BUILD FAILED
« on: July 11, 2015, 03:58:22 pm »
Hi, I can test my game on Windows but not Android, it never builds and my phone doesn't seem to do anything.
I searched around the forums for a solution to this. Reinstalling and renaming things doesn't work.

It might have something to do with this:
[openfl.bat] C:\Users\Al\AppData\Roaming\Stencyl\stencylworks\android-sdk\android-sdk-windows\tools\ant\build.xml:544: Unable to resolve project target 'android-19'
But I have no idea how to fix that.

Developer options and USB debugging are enabled on my device. I have Stencyl 3.3.0, Java 8u45, and testing doesn't work on my new Galaxy S6 or old Galaxy S3

logs are attached.
Thanks in advance for any help!

Have any of you seen this message when trying to open the game?
"Could not load module std@get_env__1"

Google has some responses on it, but some of the programming stuff is difficult for me to understand.
I think it has something to do with haxe on 32 bit vs. 64 bit operating systems.
The game DOES open on my win vista (lol I know) 32 bit PC, but not my friend's win7 64 bit. Any hints about where to go from here would be appreciated.


Stencyl Jam 14 / Rock Paper Scissors Wizard!
« on: March 30, 2014, 03:53:54 pm »
Hey guys, I may be a bit late on the forums, but my game is up on the contest page. I have to say as my first Stencyl game, I had a blast making it. I've wanted to make games for a while, but I don't know programming. I've had a few lame experiences with programmers quitting on me before the game is done. So I have taken it upon myself to do it by myself, from scratch!

Thanks to everyone who has been helping on the forums, I read the heck out of your posts to get this thing done.

Hi everyone!
I've been reading a lot on here but this is my first post. So far I've always found exactly what I'm looking  for (you guys are great!) but this time I'm stuck.

In my game, I have a player character that can switch between three forms- rock, paper, or scissors.

I have a different keypress to switch each form- I want the player to be able to pick their form quickly on the fly.
so far it works fine, except that when the player presses two of the keys simultaneously the character disappears until you press only one (or all three, haha) of the keys again.

Some details-
Just in case this matters- I actually have three actors that are all controlled at the same time,  but only one is active and visible at a time.  When one of the three actors is active and visible,  only its collisions are detected,  because I wanted separate behaviors for each form.  I chose to do it this way because I couldn't figure out how to change an actor's collision groups with a behavior.  I tried killing/creating an actor to switch them, but the running/jumping physics and animations didn't work correctly.

For my three actors I have a similar base "activation" behavior (picture attached). I think that when two keys are pressed, the booleans all evaluate to false.  I've checked that the collisions aren't working as well as not showing the sprite.

I can't seem to fix the logic so that only one attribute can evaluate to true at a time- while the other two evaluate to false- on the double key press. I've tried making the attributes set at slightly different time delays, but for some reason that's not working.

So, is there a way to fix this disappearing act with different logic?
Or, is there a way to make it so 2 specific simultaneous keypresses can't be registered at the same time?

Sorry for the wall of text, but thanks for reading. I hope you all can help. :)

Pages: 1