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Messages - fatsomania36

Pages: 1
1
Ask a Question / Re: One way platforms in 2 player game
« on: May 17, 2017, 04:04:57 pm »
I don't have a behavior just for ground detection, but can't I use the ground detection from the jumping behavior?  The attachment shows what I tried.  Is there a way to get the actor value to work?

2
Ask a Question / Re: One way platforms in 2 player game
« on: May 17, 2017, 03:29:51 pm »
Thanks for showing me your behavior, but I really don't fully understand it.  Is there a simpler way to do it?  Because if not, I don't know if it's worth the trouble because I have to get my game done very soon and there are other more important things to focus on. Would it be possible to send me your behavior, or is it too intertwined in your game for it to be readily usable?

3
Ask a Question / Re: One way platforms in 2 player game
« on: May 17, 2017, 10:57:55 am »
I did it with a sensor platform, and a behavior on the player actor. If it detects a collision with the sensor of a specific actor group, when the actor has a positive Y speed, it will set the attributes for the actor to think it's on ground, and lock it's Y position.
I like your idea.  How exactly would I lock my Y position and make the actor think it's standing on something solid?

4
Ask a Question / One way platforms in 2 player game
« on: May 17, 2017, 08:05:18 am »
So I'm wondering how to do one way platforms on a game with 2 players. I just can't think of a way to make it work. Using the way where you just switch the animation if the player is above the platform to solid makes it so the second player cannot pass through it, because it becomes a solid block. Does anyone know of a way to do it if 2 players are on the screen at the same time?

5
Ask a Question / Re: How do I choose what I want to round a number to?
« on: February 14, 2017, 03:23:21 pm »
OK, thanks.

6
Ask a Question / How do I choose what I want to round a number to? [Solved]
« on: February 13, 2017, 06:43:45 pm »
I want to round a score to the nearest tenth, but the round block just rounds it to the nearest whole number. Does anyone know how to do this?

7
Ask a Question / Re: Bullets Shoot Crooked in Space Invaders Game
« on: February 10, 2017, 06:15:11 pm »
Yeah, I tried that.  The bullets still appeared in the front, though. I think they're both referring to the same thing.

8
Ask a Question / Re: Bullets Shoot Crooked in Space Invaders Game
« on: February 10, 2017, 05:37:39 pm »
OK, thanks. Changing it to a sensor fixed the problem, except now the bullets appear in front of the ship instead of behind, and I did change it to "at back".

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Ask a Question / Bullets Shoot Crooked in Space Invaders Game
« on: February 10, 2017, 04:30:43 pm »
As some of you may be aware, I am making a space invaders game. At the moment, everything is working except one thing. The ship the player controls shoots its bullets out the left side and then straight. Sometimes it shoots them normally, just from the middle, but most of the time they come out the left side. This is not a problem I originally had when I created the game, but it is now. Does anyone know what is causing this?



Here are my blocks for firing the bullet:



I'm wondering if there's a conflict with the "Last created actor" because the enemy ships are firing as well.

10
Ask a Question / Re: Error #1009 after killing actor
« on: February 08, 2017, 12:06:22 pm »
Thanks for your help! It worked.

11
Ask a Question / Re: Error #1009 after killing actor
« on: February 08, 2017, 11:50:44 am »
OK, now, after fixing a problem where the enemy ship kept firing even if I wasn't in Region 15, this problem is back. I'm still using a behavior, but now the game glitches again once the ship is killed. Does anyone know what to do?


12
Ask a Question / Re: Trouble Disabling Behavior
« on: February 08, 2017, 11:32:36 am »
I'm pretty sure I've already tried that, but, ironically, 2 minutes after I posted this I figured it out. I just did "Every 1 Seconds" if player is in region 15, trigger event "Fire". Otherwise, disable event "Fire". Thanks for responding so fast.

13
Ask a Question / Trouble Disabling Behavior [Solved]
« on: February 08, 2017, 11:25:12 am »
Hi. I am making a space invaders game and I am having trouble with disabling a behavior. I have a behavior so when the player ship enters a region, the enemy ship fires back.  That part works, but I am trying to make it so that when the player leaves the region, the enemy ship stops firing at it. I tried doing a "When player leaves region" event and then "Disable behavior for actor". I have tried many things and none of them have worked. Does anyone know what I'm doing wrong? Here is a screenshot:






14
Ask a Question / Re: Error #1009 after killing actor
« on: February 07, 2017, 05:01:45 pm »
Ah I totaly missed that loop. I thought it was an after loop (using my phone atm hehe).
What you can do instead is using a custom event that repeats itself every 1 second, but only then the player is still alive. This get's rid of the infinite loop of a "do every ..." loop, and is easier to controll
I did just what you said before you said it. It worked! Thanks for the help everyone.

15
Ask a Question / Error #1009 after killing actor [Solved]
« on: February 07, 2017, 04:27:22 pm »
I am making a space invaders game very similar to the tutorial on this site. I am trying to make it so when the ship enters a region, the alien ship it's in front of shoots it.  I have it set so if the alien ship is alive, every second it shoots a  bullet. For some reason when it dies, though, I get this error:

TypeError: Error #1009: Cannot access a property or method of a null object reference.
   at MethodInfo-6538()[Source/scripts/SceneEvents_0.hx:121]
   at com.stencyl.behavior::TimedTask/update()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/behavior/TimedTask.hx:48]
   at com.stencyl::Engine/update()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2373]
   at com.stencyl::Engine/postUpdate()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2618]
   at com.stencyl::Engine/onUpdate()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2611]

I am telling it to only fire a bullet if the alien ship is alive, so I don't know why I am getting this error. It seems like it's ignoring that. Here are my blocks:



I tried doing this as well, but I still got the same error.


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