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News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: January 30, 2013, 04:48:24 pm »
Nothing, is wrong with the UI Interface It would've been much more exciting to see a more vibrant looking software especially for the release of an anticipating product. My, personal opinion only I would've like to seen a "Windows 8 Style" version of it.

Then, again that's my opinion only they don't have to provide that the same goes for the website I felt they could create something more user - friendly (Not stating that it isn't already). Just take a look at that's only an example.

If, you work for Stencyl please by all means post a note on Jonathan Chung's computer with the giving feedback it doesn't have to be created right of way either. Take the time available in order to finalize the current project. I don't want to hear any arguments about the idea either, especially with their infinite wisdom (Insert Sarcasm Here).

Best, regards

You don't need a comma to follow the first word in every sentence... it's annoying. Think of comma's as little "pauses" in speech. If you don't pause, then don't use a comma.

English lesson over. :P

Just have them change position based on the position of the "main" actor. You'll probably have to experiment a bit to get the right feel, but start with keeping them a percentage of X and Y away. For instance, the first "link" in the chain nearest the main actor could have it's X,Y both 80% of the main actors X,Y coordinates when the main actor is at a 45 degree angle. From there just use a simple linear equation to calculate percentage of X,Y to use.

You know that X is going to be the same when the main actor's angle is 0 degrees, and that Y is going to be the same when the main actors angle is 90 degrees.

Also, later on, you may want to give the chain parts a bit of a delay when moving to give a more believable feel to them.

That chain-chomp character is simply using the Pythagorean theorem to calculate max distance.  Just use the formula that t4u gave you.

As for "charging at the player", that's simply "pushing" in the direction of the player actor.

You set your "numXspeed"s to x-speed when they are created then change the x-speed based on "alternate". But then the first thing you do in the "always" is set the x-speed to "numXspeed".

Perhaps I'm missing something, but based on this x-speed and y-speed will always retain their initial values regardless of "alternate". (And as Tuo says, I don't see where "alternate" is ever set to True or False)

Just a note: try and keep all your variable naming conventions constant. For instance, you have "numXSpeed" and "NumYSpeed". Best to either have both start with a capital, or neither. Not a big deal here, but can be important when you're programming (especially coding) later on.

Ask a Question / Re: Downsides of Global Attributes?
« on: January 20, 2013, 03:47:46 pm »
I suppose I wasn't talking specifically about Stencyl, but rather programming in general.

Ask a Question / Re: Downsides of Global Attributes?
« on: January 20, 2013, 08:51:12 am »
From the computers standpoint, it doesn't care if the variable is global or not. However, from a humans standpoint it can make a big difference, primarily, when searching down bugs.

If everything is a global variable, you have to search the entire program to find the problem. If you make your variables local, then you only have to search the that small piece of code in which they reside.

This is the biggest reason for using local over global variables.

Globals of course have their uses, as Alexin said, for saving information that's shared between games. I'd further add, that if the variable doesn't AFFECT the game in anyway, then it should be safe to make it global. Such as a players score. As long as the players score doesn't affect game-play... :)

The boolean "trick" works simply.

if hp==10 & boolean == False
   Do Stuff
   boolean = True

Then it'll only run once.

Or work it the original Street Fighter 2 way and don't program in the combo's, have them simply "emerge" naturally. ;)

Ask a Question / Re: Enemy Hit Knockback
« on: January 11, 2013, 02:39:20 pm »
As a bit of an aside, wouldn't the "multiple collision" problem be remedied with "Constant Collision Detection" enabled?

News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: January 09, 2013, 03:04:20 pm »
Hi Stencyl coders :)

Im still waiting for v3.0 , i doubt if i could have compatibility problems with my game project under stencyl 2.2 ??

What i must DO or DO NOT under Stencyl v2.2 for using Stenyl 3.0 ??

Stencyl 3 Beta can export game project into iOS devices like im doing now with 2.2 ??

Thanks in advance for the answers.

If I'm not mistaken, the only thing you "don't" want to do is use custom code. As the custom code you write now is in AS3, and Stencyl 3 uses Haxe.

Archives / Crash Coures: Turn Based Game
« on: January 09, 2013, 03:01:51 pm »
Just a quick and simple suggestion. I think it would help a lot of people out to have a Crash Course (Or at least some examples) of turn-based game design.

So use the "If [X of MOUSE] <= whatever..." And another for Y. Like that?

However, that's Flash only I believe. Are there other blocks relating to the mouse that aren't flash only?

I can't seem to find a "When MOUSE is OVER Region"...

Ask a Question / Reading a file
« on: January 04, 2013, 08:10:26 pm »
Is there a simple way to read files? For instance, if you were to use a text file to store a level so that others could create their own levels and share them.

Ask a Question / Re: Collision editor
« on: January 01, 2013, 10:36:18 am »
Gotcha. Thanks.

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