Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MoonKing

Pages: 1
Game Art / Re: Pixel Art Advice
« on: September 14, 2014, 10:21:48 am »
Check out 2D Will Never Die for some great pixel tutorials:

Meestar, Thank you. I think your method solved my problem. Thank you so much!

If it helps here is a picture of what I'm trying to do.  Each black line represents what actors can damage other actors health attribute.

Currently with my code blocks, whenever an actor from the group Units (Spear, Knight, Wizard) hit a Slime (Group: Enemies ActorEvent_5), it destroys the Slime in three hits. But if I try to add another enemy actor into the fray (Goomba ActorEvent_7), the actors collide and bounce off each other but do not register damage. Plus I get an error in my log saying that Behavior ActorEvent_5 does not exist.

No that still does not fix it.

When the collision event goes to Get or Set the attribute Health, it references the health of just one Enemy actor. What I want, is for the behavior name to update to the collided actor. I have two actors that are called ActorEvent_5 and Actor Event_25 in the code(when you hit the binoculars). These are two different actors but are part of the same group called enemies. They both have an attribute called Health.

What I'd like is when an Actor from the group Units, collides with one of these Actors from the group Enemies, is to pull the Health attribute from the collided actor and update the attribute.

Not sure I follow. But when I get or set the health, the health attribute will always be from ActorEvent_5. How do I have ActorEvent_5 change to the collided actor?

Ok so this problem has been driving me up the wall. I have two groups: Units and Enemies. The group Units has three actors in it, Swordsman, Spearman, and Bowman.  The Enemies group is going to have more actors in it like Calvary, Buildings, Slimes, and other killable things.  Whenever a unit or enemy actor is created they have a set amount of Health and Attack as an internal attribute.

My problem is getting them to "set" the internal health attribute when ever they collide by subtracting the Attack attribute from the collided Health attribute. I've gotten this to work between multiple Spearman actors and Enemy Slime actors,  but when I try to add other actors into the mix they can only collide and won't exchange attributes.

This is mainly because the get and set attribute block requires a specific event for the getting and setting. I like how I can just go through the menus to click on the actor attribute I want, but I'd like Stencyl to just set the Health attribute for whatever actor it collided with. Is there a way to do this? If there isn't, it would mean I would have to create a get/set block for every actor that actor could ever collide with. I like to avoid this because I'd like to have roughly 20 to 30 enemies in my game. Having 20-30 blocks of "if this actor then" seems frightfully inefficient.

Hi first time posting. I'm trying to make an iPhone game with a joystick fixed in the lower left corner. When I test it out in the retina simulator, the joystick stays in the middle of the screen.

Is there a way to specify regular iPhone screen and the retina screen size? or someway of scaling up the coordinates for the joystick?

Pages: 1