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Messages - Reider12

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Ask a Question / Re: Spawned actors invisible after 3.0 upgrade
« on: June 08, 2014, 04:38:30 pm »
Ok the top is the code I'm talking about. I added the other screenshot under it so you could see the code in the event called right after the actor is created.

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Ask a Question / Re: Spawned actors invisible after 3.0 upgrade
« on: June 07, 2014, 08:56:32 pm »
Did you ever figure this out? I seem to be having the same issue. Actor is behaving correctly but I can't see it.

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Abandoned Bugs / Re: Invisible Spawned Actors
« on: June 07, 2014, 08:38:43 pm »
I'm also sure it isn't changing to an invisible/empty animation

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Abandoned Bugs / Invisible Spawned Actors
« on: June 07, 2014, 08:37:36 pm »
To anyone more knowledgeable than myself,

I have a game in which a spawned actor is being created without its image being shown. The actor is there, it behaves as it should, but there is no image shown. I made sure it wasn't hid or covered by another layer. The weirdest part is that it doesn't happen the 1st time the event is triggered (the actor shows up the 1st time), but every time after that it does. I saw another guy mention this problem but he received no help. He claimed it started happening in 3.0. I'm pretty sure it's a bug, but if anyone has any ideas other than the actor being hidden or on a certain layer, I will try them. Otherwise is it possible for this to be fixed?

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Old Bugs (1.x/2.x) / going form bigger to smaller animation
« on: June 13, 2012, 11:25:30 am »
So I have a player actor. All its animations are 64 by 64 except for attacking animations which are 128 by 128. When ending an attack animation and returning to a 64 by 64 animation, sometimes the smaller animation will be aligned (just for an instant) with the top left corner of the larger animation before returning to being centered. I don't think it actually affects gameplay, but clicking the button to make the actor attack rapidly makes it look like its jumping back and forth and its very annoying. I'm pretty sure this is a bug, though I read something about different sized animations being addressed in 2.x. Is there a way to stop this? I'd rather not increase the dimensions of all the other animations.

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Old Bugs (1.x/2.x) / Re: Actionscript errors #1037 and #1009
« on: April 24, 2012, 09:50:09 pm »
Has anyone figured out how to fix error 1037?

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News / Re: Summer Game Jam (Ends June 30th - Win $100!)
« on: June 16, 2011, 12:16:32 pm »
after learning i can update a game even if its not a "work in progress" my previous question seems dumb, sorry guys. anyway, the game is called Jumping Beans and you just push differently colored beans into color-coded holes by bouncing the bean that you control at them. other than a highscore table (the rest of the program was so easy to understand, but highscores we can't figure out even after looking at the help section about it) we're about done with it, so i'm posting here to submit it. it's on the "newest" and "staff picks" tabs if anyone wants to try it.

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Resolved Questions / Re: Update Published Game
« on: June 16, 2011, 12:05:40 pm »
thanks jon

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Resolved Questions / Update Published Game
« on: June 15, 2011, 10:31:54 pm »
After publishing a game I was informed of a small bug. I corrected it and went to republish the game. It did not ask me if I wanted to replace the old version, it just makes another game with the same name. Is there a way to replace a game without losing views, feedback, etc?

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News / Re: Summer Game Jam (Ends June 30th - Win $100!)
« on: June 15, 2011, 02:16:10 pm »
would a game uploaded as a work in progress count if it is fully playable?

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oh wow, i didn't know you could replace that drop down box with something like "the actor". thanks for the help.

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i'm just starting to get the hang of this program and i like it a lot. there's one thing i've continuously tried to find workarounds for as i cannot figure out how to actually implement it properly. when i create an actor-type attribute, how do i set it to a specific actor, say an actor named "player", if this actor is not the last created actor, the last collided actor, or self?
basically i want the equivalent of this:

_attributename = "player";

i'm sure i'm just missing something obvious. any help is appreciated.

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