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Messages - therealistone2003

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i installed stencyl on my new laptop and i cant compile to android. i installed the java jdk but its not working at all. can anyone please help with this issue  here are the logs.

Ask a Question / Re: JAVA SDK ISSUE
« on: March 11, 2014, 07:33:19 pm »

Ask a Question / JAVA SDK ISSUE
« on: March 10, 2014, 09:19:53 pm »
IM HAVING A PROBLEM. i installed the java sdk evirnoment runtime 6 u31 as instructed but when i try to compile to android i get a message saying that i need the java sdk.  even though i already installed it off of java archives. i currently switched to a new laptop so i dont know what the problem could be.

im using windows 7 64 bit . i downloaded the 64 bit version of the requested java sdk help please

Windows / Mac / Flash / HTML5 / Re: Shoot And Shoot
« on: September 15, 2013, 03:34:54 pm »
not a bad game by any means. i think the problem i have with it is the randomness of the enemies. it seems you are just filling up the screen instead of spawning the enemies in a less chaotic way. i think it would play much better to start of light on enemies and slowly build up to more enemies on screen. i like the music and the boss battles though.

Ask a Question / Re: Melee animation make game glitch
« on: July 06, 2013, 03:52:23 pm »
im not exactly sure  but try turning continuous collisions off. for the actors

or maybe you need a boolean to set the collision to false for a brief duration then set it to true. kinda like a hit stun for the player. just guessing

Resolved Questions / Re: in game menus
« on: June 28, 2013, 06:34:39 pm »
definitely not fun as i am saving that for the final part of my game

Chit-Chat / Re: Ghost Song
« on: June 24, 2013, 01:30:20 am »
just viewed it myself, the game looks dam good. in motion

Ask a Question / Re: i cant make my behaviors work
« on: June 14, 2013, 02:06:02 pm »
Your best bet is to listen to the advice TUO gave you as not many people are not  going to hold your hand and  do the code for you.

but i will try and  help you

 the code is simple just use a collision event block that says

when self hits actor of type(spike)
kill self

also make sure the main player is in the right collision group as well as the enemy, make sure they can collide with each other

also be respectful when someone is trying to help you even if they do not give you the information you want.

Resolved Questions / Re: help with draw text behavior
« on: June 09, 2013, 04:05:14 pm »
thanks got it working.

Resolved Questions / Re: help with draw text behavior
« on: June 08, 2013, 07:23:32 pm »
yes sir you surely have cleared it up and its much appreciated. im going to give it try. i never thought about the blank actor thing. interesting.

Resolved Questions / Re: help with draw text behavior
« on: June 08, 2013, 01:16:18 am »
ok  i really appreciate your help. so let me clarify. when  you say i need to create a separate damage actor im no sure what you mean. are you saying the actor that i want to damage in a when created block

 Set Y-Speed for self to -1
Set opacity (attribute) to 100
Do Every .1 seconds
  if opacity > 0
     decrement opacity (attribute) by 2
     kill self

 what do you mean by (ELSE)

 i understand the drawing part also do i need a game attribute or a local.
let me show you what i have. sorry i dont understand i have gotten far with the coding but i still have many many miles to go.

Resolved Questions / (Solved)help with draw text behavior on enemies
« on: June 07, 2013, 08:25:06 pm »
hey can anyone help me with a behavior. im trying ti draw text over enemy actor that displays his health the health says HP10 when he is hit and decrements by -1when he is hit. when he reaches zero he is killed

so far  i can draw the text and kill the enemy actor when his hp reaches zero. the problem is i want the HP to appear when he is hit at x of self the text fades disappears. another problem is i need it to only happen on the actor that is hit. for some reason it spawns on all the actors that are the same type. i just need a little help. here is a snap shot of what i mean  you can see the blue text on the right. thanks

Completed / Game details and properties suggestion.
« on: June 07, 2013, 04:28:12 pm »
So here is my suggestion. I was wondering if you guys had plans on including a properties tab or some form of text that displays  the duration of animations, a animation preview button along with  how many mb/kb the actor or animation is composed of. For instance, when you look at the properties of a image on the desktop. It gives you details about the  nature of the image. also maybe have a resource monitor that shows your total game size that only include images and sounds and other game resources.

My reasons for this is that it would make it easier to monitor game size and set a target game size that, would allow you to create a game, with specific devices in mind. Also  make it easier to distribute resources to a atlas. Just a thought for future versions. i know that there is alot work involved and deadlines have to be set.

Resolved Questions / Re: [Solved] AutoFire behavior?
« on: June 02, 2013, 11:24:12 pm »
no problem anytime

Resolved Questions / Re: AutoFire behavior?
« on: June 02, 2013, 08:05:21 pm »
Thats weird it comes as default,try this. Click on file, import resource, go to your c drive and find program files. Look for the stenyl folder, click on it and open it up. Next open the behavior folder. Next look for the control folder open that up. Next open the Actor folder and you should find the fire bullet behavior there click on it and it should load up into stencyl. if not i dont know what else to say.

Edit: if you made a folder called my behaviors then its not gonna be there. i think i see what the confusion is.

Open up the actor you want to add the fire bullet behavior. goto behaviors. then click add behavior. once it opens up click on the (ALL)tab. and it should show you all the behaviors you have. im assuming you created a My behavior folder like i did. so it will not be in there. You have to click on the (ALL) tab to find it. all of the Pre shipped behaviors should be there.

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