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Messages - Joe

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1861
Resolved Questions / Re: Score Drawer Broken?
« on: March 22, 2011, 01:01:24 pm »
Looks like we removed a block. Can you look for a "set font" block and replace it with whatever's in the Palette now?

1862
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 22, 2011, 12:17:16 pm »
One thing I did while debugging was to add print blocks inside the while loop to print out the xAttack and yAttack Attributes. Are they changing how you expect?

Post a screencap.

1863
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 22, 2011, 11:17:04 am »
Positive X values go to the right, and positive Y values go down, just like with when you were creating regions. What are you setting your offsets and attack blocks to?

1864
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 22, 2011, 09:40:23 am »
Did you change anything besides adding the other moon phases? It looks about the same. You'll want to add a "set attack was effective to false" block just under the "mouse was pressed" block. Then we'll have to add some code to the code block to set it to true inside each set of curly braces {}. Lastly, we just wrap the create, play, and kill blocks in a "if attack was effective block".

1865
Chit-Chat / Re: Irock Inquires - Stencyl interviews
« on: March 22, 2011, 05:53:13 am »
Nice interview! Not sure if anyone pointed this out, but I think you're missing an on in one of the questions:

"Finally, you are working a game..."

1866
I posted about this on Basecamp. I think we can close it.

1867
Archives / Re: [DM] Block to detect collision at a certain point
« on: March 21, 2011, 07:29:54 pm »
A sample game is attached with two simple behaviors. Actor Picker is a Scene behavior and is the one that does the real job. Actor Picker Test shows you how to use Actor Picker; take a look at it. Toggle the console and click around the screen to get feedback.

Let me know if you need help.

Thanks for pointing out that ray casting method. I'm using your Code Mode Behavior to help Derek.

1868
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 21, 2011, 07:20:11 pm »
Let's start doing it on a case-by-case basis.

It took a bit of stumbling around, but based off a Code Mode Behavior that Alexin posted, I was able to get something working here for Metal. Currently it just works for "up"; you'll want to fill in the cases for the other moon phases. Go ahead and grab it from Forge. If you can get past the whole "code" part of it, this will end up being an easier solution to manage, and will scale well to a large number of Actors.

Also, one question: What does it mean for an attack to be effective? At first I thought you only wanted to destroy the block you click on if doing so happens to destroy another block (i.e., is effective). That's not what the current behavior is, however.

1869
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 21, 2011, 12:18:58 pm »
I'll have to see for myself, but that sounds like it's going to require a ridiculous amount of regions. We may want to drop the region spawning method and go with something like Alexin's solution in this topic.

1870
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 21, 2011, 11:39:59 am »
Here's the reason for your slowdown: You're creating regions every single frame (Always > For each Actor > Create region). Look at how it's done in your other Behaviors; you should be creating the regions once and then just moving them around.

Other things: You'll want to set "Attack was Effective" to false inside the <mouse was pressed> block, not the when created block. Also, you're using more [actor inside region] blocks without being in a [for each actor inside region] block.

I think we've got a really good foundation built up in some of the other Behaviors. I'd recommend starting with one of those as a template and then just changing what you need to.

1871
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 21, 2011, 05:56:33 am »
(waits for someone to check the Forge demo to find slow down issues)

Can you isolate which Behavior is causing this? Is it your recent changes to the Metal Behavior?

1872
Windows / Mac / Flash / HTML5 / Re: Elemental Clash
« on: March 20, 2011, 02:25:52 pm »
I'm obviously excited for this game. So you're changing the name? :)

1873
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 18, 2011, 09:13:26 am »
Secondly, the Wood attack is assigned with it's appropriate targets (Earth and Water), but the target range, which is attempt to harm all eight surrounding pieces, is sort of borked in some places. For example, if there's three Earth pieces below and the Wood piece is in the position where only two of them can targeted, all three of them get destroyed which isn't supposed to happen.
Try turning on region drawing. Did you ever fix the region placement like I mentioned before? That might be what's causing the problem:

- The region placement is off. You'll notice that, if you try to click the fire element on the right, both metal elements get destroyed. With region drawing on, you can see that both elements are inside the region.

1874
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 18, 2011, 07:15:20 am »
Can you describe the problem in words for the moment? And post a link to the published game?

1875
Resolved Questions / Re: Perfect Ricochet?
« on: March 17, 2011, 05:48:34 am »
The other solution is to use a rectangle shape (or whatever you want for that matter) and fake the ricochet.
When the bullet hits a tile, use its collision points to get the normal corresponding to the tile. Use that vector to reflect the direction of the bullet and invert the velocity vector.

I actually created a nice Behavior in the Java engine to do this, but I never ported it over.

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