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Messages - dreph

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16
Ask a Question / Re: Make a projectile do damage to enemy
« on: November 02, 2018, 09:11:48 am »
That was probably it, honestly.  However, I have often gotten away with not using the underscore before the attribute name using the same block.  Example, my working script for the enemy damage was calculated by subtracting the projectile's ATK attribute from the current HP did not require the use of the underscore.  I have seen it require it a lot but never had this issue... just weird is all.

EDIT: Actually, I'm having an issue with the same block doing something else!  I can't get the information using the appropriate underscore and everything is right, so it seems.  Take a look.  Everything shows up as zero unless I manually type in "640" for the first checkpoint, then everything fills in appropriately.

EDIT 2: It seemed to actually be a timing issue.  I delayed setting the attribute by .1 seconds and all came up ok.  I'll try to keep in mind that not all of the behaviors will spawn completely right at the beginning.

17
Ask a Question / Re: Make a projectile do damage to enemy
« on: October 31, 2018, 05:51:29 pm »
I took a different approach and made it work from the side of the enemy, so it's fine.  I'm just curious as to limitations of the engine. Thanks!

18
Ask a Question / Make a projectile do damage to enemy
« on: October 31, 2018, 05:30:55 pm »
So I know there is a longer way to do this, however I was wondering if this specific code is not possible? It does not seem to work.

To explain, the ATKDamage behavior is attached to the projectile.  I just want it to insta-kill the enemy.

The EnemyHealth is attached to an enemy, and I set the HP variable to 10.  If I set it to zero, it kills the enemy right when the scene starts, as expected.  It just seems like it's just not working? I see performance fallout too when the projectile hits the enemy, but they do not die.  Could be something super simple, or it could be that this approach isn't necessarily going to work.  Thanks in advance.


19
Ask a Question / Re: Make camera follow more than one actor?
« on: October 30, 2018, 06:34:23 pm »
Alrighty, so I did what was mentioned and set the camera center to the average between the two players and it is working flawlessly. Thanks for sparking an idea!

20
Ask a Question / Re: Make camera follow more than one actor?
« on: October 30, 2018, 04:06:14 pm »
LOL I don't even know what happened, but I closed out the game for a while, came back because I thought I had an idea, then when I tested it, it worked... silly little bug, is all.

21
Ask a Question / Re: Make camera follow more than one actor?
« on: October 30, 2018, 11:44:14 am »
OK, so I wanted to use a player tracking behavior that I setup for an enemy actor and repurpose it for the camera.  I figured that and the end of it all, it would be more efficient to have the scene track the player and pull that information from the scene for each enemy to track the player, as well as controlling the camera behavior. 

My problem is that it works perfectly for the enemy behavior, but it seems to not pull the information from the Players group actors when attached to a scene.  X and Y show up as 0, even though player count is showing up as 1 or 2 appropriately.  As I said, essentially the exact same behavior was used on an enemy with no issues.  If anyone has some insight that would be stupendous.



22
Ask a Question / Re: Make camera follow more than one actor?
« on: October 30, 2018, 09:45:18 am »
 thanks, I’m going to give that a shot real quick.

23
Ask a Question / Re: Make camera follow more than one actor?
« on: October 30, 2018, 09:38:15 am »
 tracking midway between them specifically. They’re both going to be on the same screen.

 if that’s possible, do I need to check the location of both of these actors and set camera to center of that?   theoretically it would probably be smarter to create a scene behavior instead of an actor behavior?

24
Ask a Question / Make camera follow more than one actor?
« on: October 30, 2018, 08:38:11 am »
Is it possible to have the camera follow two actors? I have two actors on screen that have the camera set to follow, but only the second actor is followed by the camera.  Is it possible to have it follow both?

25
Ask a Question / Use same controls behavior for Player 1 & 2
« on: October 27, 2018, 06:30:48 am »
Just like the subject asks, is it possible to use the same behavior for control for 2 players?  Example:  I would like to make it so my game detects two game controllers and the players are controlled independently from each other.  Just curious.

EDIT:  I just found the page about how external game controllers are not natively supported and unexpected results happen if you unplug and plug in a controller.  I think the best bet for a local 2 player game will have to be on the keyboard.  This means for the players I will require two control scripts.  This is fine, but it makes it a bit more work for enemy AI and tracking of individual players require extra steps.  Let me know if anyone has a better idea.

26
Ask a Question / Re: Height/Width of Actor Type before Spawn
« on: October 24, 2018, 01:56:12 pm »
Oh Dudes! Nice! This worked perfectly for what I needed.

27
Ask a Question / Height/Width of Actor Type before Spawn
« on: October 20, 2018, 05:00:03 pm »
Howdy!

I'm back at it again, just messing around with some concepts.  I am trying to get the width of a specific Actor Type before I spawn the actor.  I have read that there is a code option for this, but 1) I'm unsure how to actually implement a proper line of code in Stencyl, and 2) I feel that there should be a method to get this information without writing code. 

If anyone could lead me in the right direction, that would be stupendous.  I've been trying to figure it out for a couple of hours now.  Thanks in advance!

28
Windows / Mac / Flash / HTML5 / Re: Garlicoin Kitchen - Very First Game!
« on: February 07, 2018, 06:03:31 am »
The updated Newgrounds version is a lot better. I didn't have any problems with the collision box for the bowls.

It's a pretty good first game. I was hoping there'd be a bit more challenge to it, though... like having to dodge mice in the kitchen or manage multiple simultaneous tasks.

Thank you for your note! Means a lot from an expert ;)

We have already gotten a lot of input on how to improve on a finalized version, and the mice is another addition I'd like to add in a future release.

29
Windows / Mac / Flash / HTML5 / Re: Garlicoin Kitchen - Very First Game!
« on: February 06, 2018, 08:47:12 pm »
For some reason, I now can't turn the ovens on or off with Q or E. Is this just me?

You were right! My designer found the same bug.  The problem was that the check was on our oven collision, rather than a global event check.  Resolved the issue.  Thanks again for finding that, Mr. Poppytail

30
Windows / Mac / Flash / HTML5 / Re: Garlicoin Kitchen - Very First Game!
« on: February 06, 2018, 08:45:58 pm »
Hey! So we have found a few little bugs, polished it a little more, and it is now up for approval on NewGrounds.  Would love some votes to help if you have the time!

https://www.newgrounds.com/portal/view/706319

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