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Messages - therealistone2003

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16
Resolved Questions / Re: AutoFire behavior?
« on: June 02, 2013, 07:38:10 pm »
its not in forge just click on dashboard and then actor behaviors under logic. and look for fire bullet it comes default with stencyl.

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Resolved Questions / Re: AutoFire behavior?
« on: June 02, 2013, 07:20:43 pm »
Hey if you want to always fire without pressing the button you can edit the FIRE BULLET behavior that comes with stencyl. its very easy to do. select the actor that you want to always fire.

Next add the behavior fire bullet to the actor. once you do that click on edit behavior. so you can edit the fire bullet behavior. now all you need to do is create a always block next you need to look in to the attributes setters and look for a boolean called (set fire to) add that to the always block and set it to true . it should look like this. look all the way to the bottom its the always block

18
Ask a Question / Re: game over reset lives and score.
« on: June 02, 2013, 02:11:59 pm »
try using a game attribute called score and lives and in a when created block for the player use the  game attribute  and set score to zero and set lives to whatever you want.

so after the player dies and switch scenes when he is created or scene starts again the score should reset to zero

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moonwalk huh lol maybe i will try that. ok i see what you are saying i will give that a go. thanks

20
Ask a Question / need help with a enemy A.I. boss battle behavior.
« on: May 31, 2013, 07:07:43 pm »
Ok so i need to build a behavior that will govern the way the boss at the end of the level will move and react. The catch is i want it to be determined randomly. For instance  the boss character change colors/frames while on screen, red, blue green, yellow.i need a behavior that cycles thru the colors/frame after 5 or so seconds it stops on a color/frame. if its red i want it to do a specific task. if blue another task. and so on. After each task it cycles through the color/frames and randomly selects another one. im trying to make the boss movement and attack pattern vary rather then have it move in a predetermined pattern

if anyone can point me in the right direction or provide some tips i will be very grateful

21
Yeah i had the same problem using a tint actor when damage and remove effect after 0.2 seconds.Once the enemy died it re-spawned with the tint effect still on them as if they were hit. For some reason it did not do that in 2.2 maybe their should be a return to default status block. that once the enemy dies all effects are removed  regardless if you specify it or not. also i hope the team can make the effects in flash work on mobile.

22
Game Ideas / Re: Looking for feedback on my Demo of Ramboy
« on: May 26, 2013, 12:43:31 pm »
i actually iike the game and think it has som potential. here is my feedback.
i know this is just the demo so im just judging it as is.

the game looks good- but the back grounds need to be redone with some parallax scrolling maybe two layers to give it depth. the foreground look awesome not so much for the trees.

need some catchy background music.

better A.I for the enemies. I mean he is ramboy he need some badass enemies.

hell maybe give him some other attack options  power moves. Variety is the spice of life

Overall you are in the right direction. Good job!

 


23
Ask a Question / Re: flash framerate vs mobile framerate
« on: May 25, 2013, 03:24:39 pm »
ok i will start there. im only using draw blocks when the game is paused to display the hud the game is paused notification and toggle bg and sound effect music on or off. when the game is not paused im am just drawing the score and health text. would placing a actor text in place of the Score and health drawing text make a difference.

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Ask a Question / flash framerate vs mobile framerate
« on: May 25, 2013, 02:39:48 pm »
i am currently making my game for android and flash. When i compile to flash i get excellent framerates  even with about 30 plus enemies, buttons and bullets on screen. When i compile to android the framerate drops significantly with the same amount of actors on screen. Can someone please explain to me why this is. I am not that tech savvy as to why.

When i see games that are in the same genre as to mine. I do not see these issues. The reason i am asking is that it makes it difficult to do multiplatform development if the output  on different platforms is so drastically different.

I have compromised quite a bit on the amount of animations per actor. Dropping many from 3 to 10 frame animations to 1 or 5 frames.

I also use simple physics on everything.  Samsung Galaxy s3

25
i dont know if this helps but i had the same problem when i used the drag and drop behavior to move my ship on screen. it works but you have to actually touch the ship and drag it around the screen, but the ship is always covered with your finger. i think you want to have the ship move to wherever your finger is touched and then you have control of your player. what i did to remedy this is to edit the drag and drop so that when i touch the screen the actor would move but not to where i touched. this way i can place my finger behind the actor  instead of having to actually touch it.its a simple edit but it works  just add  mouse is down or  mouse is down on self blocks like the way i have them circled in red. im gonna try and figure out how to move to where mouse is pressed and i will share it with you.

26
Chit-Chat / Re: Xbox - a new generation revealed [XBOX ONE]
« on: May 22, 2013, 07:41:05 pm »
I  dont see why so many are disappointed. i mean it was only a console and spec reveal. think microsoft did the right thing  irregardless of the bad press and reactions. i mean how crazy would it be to play your whole hand at a small event when E3, the biggest gaming convention is less then 20 days away.lets just see what happens at. now they suck at E# then the hell with them. lol

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yeah you are right. i tried the behavior in flash and its amazing. sadly though, on android it seems to do nothing. so basically if i have 20 actors i should make 20 copies of the lagless behavior and make each behavior unique to the actor i want lagless. Also, i had asked you a couple days ago about some behaviors you had on forge.i checked and i still cant find them.  specifically the homing and the coin behavior, but for the life of me they do not show up. thanks in advance.


Edit: i think i found the behaviors now. thanks

28
Ask a Question / Re: FPS ?
« on: May 20, 2013, 08:52:24 pm »
you can change the fps by going to game settings, then go to mobile . next go all the way to the bottom and you will see framerate and you can change the fps there. I assume it only works for mobile though

29
Ask a Question / need n help with virtually lagless actor behavior
« on: May 17, 2013, 11:19:21 pm »
Ok so i am creating a space shooter and i need to be able to create many actors/bullets on screen. So i stumbled upon Abigayl's tutorial, after creating it i dont know what the hell to do with it.I made it in a behavior with the hopes tha,t all i would need to do is add it to any actor/bullet i choose. The behavior itself does work i can create alot of copies of my main player with no lag. but what i need is to add it to bullets/actors that are not already in the scene but are spawned off screen. can anyone who has use this technique point me in the right direction.

30
Ask a Question / Re: pixel art help
« on: May 15, 2013, 01:19:33 pm »
well you have a few options you can use inkscape which is a free vector art program.i personally prefer gimp 2.8 because its easy to use and their is an extension that allows you to export multiple or single png layers to a designated folder. so you can edit many animation frames and then export the whole batch with minimal ease. its very similar to photoshop. but easier to use

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