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Messages - ggiersdorf

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1
Old Bugs (3.x) / Re: Possible Attribute Issue in 3.0 Public Release
« on: March 26, 2014, 06:27:29 am »
Yes I thought of that however this specific game I cant just say every 10 seconds decrease... I need it to once score = x decrease that can be at any time value..


2
Old Bugs (3.x) / Re: Possible Attribute Issue in 3.0 Public Release
« on: March 26, 2014, 06:14:07 am »
Thats odd because I can use that attribute in anything but that Every X second block. So how would I do the checks and change variable Hectate??

Example?

It sounds like your saying create multiple instances of the game under different timer fields? IF Spawn = 1.0 than do these steps
sounds like a lot of redundant work no?

3
Ask a Question / Random spawns but not on top of each other?
« on: March 26, 2014, 06:05:57 am »
Im having some difficulty more than I should creating random spawns for my actors. The problem is i dont want actor a to spawn than have another actor a or b to spawn and overlap each other. Is there a way to make a spawn and create some kind of buffer around it so I can ensure no two spawns will appear overlaping??


4
Old Bugs (3.x) / Possible Attribute Issue in 3.0 Public Release
« on: March 26, 2014, 05:50:55 am »
On one of my games I decided to make an attribute called Spawn Speed. I created it as a number default value of 3.0 I than made an event using the every X seconds.

I dragged the spawn speed attribute into the seconds box, and just made a quick on mouse click to reduce the spawn speed by 1.0

I than made a draw spawnspeed on the screen so I could see that it changes properly which it does, however the action in the every x second event only fires to the default 3.0 second even though I reduced the spawnspeed attribute..

If I put a physical value in the box it works as it should but when using an attribute it fails.

Does anyone know a fix for this? Or if this has been fixed in a nightly build??


5
Paid Work / Re: Looking for developer for Flappy Bird-variant game
« on: March 26, 2014, 05:45:03 am »
I would be willing to help you out depending on how much and what were talking about...

6
Ask a Question / Continually spawn Actor as Background?
« on: March 21, 2014, 12:44:02 pm »
I am using an actor as my background.. I know alot of people don't do that, but I wanted to control the speeds via attribute per layer. So I have managed to get this working and ended up creating a region of the right of the screen and said when actor leaves this area spawn actor here but it doesn't seem to work.  Does anyone know a way to have it so I can seamlessly have the background create itself or a new actor background when one leaves the screen??

 

7
Ask a Question / Re: Kill all actors on the screen at once..
« on: March 20, 2014, 01:36:02 pm »
Thanks Innes I did that however like I said I had issues as my background is an Actor as well. So I need to do it via group but it was giving me issues. I took a day break to do some real life things! Will try to tackle this after dinner tonight!


8
sure here is an old example I used. You dont need the timer or the spawn command but this is an example of how to setup an easy random actor..


9
What you need to do in that case is make an actor from the background and create 4 other animations (each a different background).   Create an attribute say "Background" and assign a random number between 1-5 to it in the actor events.

Than do an IF "background"=1 create actor at x=y
You will also need the Change an animation code to whatever you named each animation to..


Unless someone has a better idea.. Thats what I had to do for my game as well.


10
Ask a Question / Re: Kill all actors on the screen at once..
« on: March 19, 2014, 04:56:50 pm »
No I wasnt doing that but figured it out now I didnt know you could drag those out from pre-designed statements! Thanks but sadly I cant get it to work right still.  Should this be in an Always event or where should this be started? It gives me errors when used in always. Unknow Identifier even though I set the actor type.. I cant use ALL because my background is an actor so I can control the speed..


11
Ask a Question / Re: Kill all actors on the screen at once..
« on: March 19, 2014, 04:36:24 pm »
Dripple I found it thanks, however I cant get it to kill all actors. I can specify one actor as they are generated via code no placed on the scene.  I can however go into each actor and do an always IF Game over = True Kill Self...

Kill Self or all actors isnt avialalbe under the Scene events...

12
Completed / Re: Don't automatically open Log Viewer on Test Game
« on: March 19, 2014, 02:38:23 pm »
Hmmm.. I am building this with the demo version but if I cant get this to work properly with the free version I would expect others will be turned off from buying a license.  (there are bugs in the public - random crashes and false errors ) I will be buying it but not until I'm ready to publish. No sense wasting subscription time.

13
Ask a Question / Re: Kill all actors on the screen at once..
« on: March 19, 2014, 02:35:06 pm »
Mind showing me I dont see that option on my screen. Went into Scene tab where is shows the layout and noithing there checked under events as well and only found get commands for height width and fonts or frame count from actor..

Thanks sorry

14
Completed / Re: Don't automatically open Log Viewer on Test Game
« on: March 19, 2014, 01:55:59 pm »
Can you tell me  where these nightly build are the public release is still 3.0 (B1000) from the download.


15
Ask a Question / Kill all actors on the screen at once..
« on: March 19, 2014, 01:51:47 pm »
Anyone know a quick way to kill all moving actors on the screen at once? I can create individual Kill commands but when there are 4-5 on the screen and once and you die a few seem to continue to stay on the screen..

Thanks!

 

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