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Messages - aquilla

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Great work guys.
Are the BAT errors fixable or are they a little more complicated?

Fixed Bugs (3.x) / Re: Right Clicking in Stencyl in opening files
« on: August 12, 2014, 04:12:39 am »

Fixed Bugs (3.x) / Re: Right Clicking in Stencyl in opening files
« on: August 10, 2014, 11:10:11 pm »
Thanks captaincomic,
Your method works in Java7 with this line..
"C:\Program Files\Java\jre7\bin\java" -Xms64m -Xmx4096m -jar sw.jar

Hey Guys,
When running stencyl from a batch file with "java -Xms64m -Xmx4096m -jar sw.jar" to increase memory, Stencyl goes a bit whacko and when I right click a file to get the context menu it will open the file instead.
This issue is isolated to Stencyl, the mouse button clicks and settings are normal in every other program.
Im running Windows 8.1 x64 with latest public release of Stencyl.
Java 8 Update 11 64 bit
Ive reinstalled Stencyl  and it makes no difference.

Anyone else had this issue?

Ask a Question / Re: Last Actor Created with two different events
« on: July 31, 2014, 12:26:08 am »
if you have any trouble, you could create an actor attribute called 'xyz' and when an actor is created 'set xyz as last created actor'. Then just point your two events at the attribute xyz.

Ask a Question / Re: How do I publish as iOS
« on: July 18, 2014, 04:32:34 am »
I just PM'd you @LIBERADO

Ask a Question / Re: How do I publish as iOS
« on: July 18, 2014, 04:02:35 am »
I use VMWare ($250ish AUD) to boot a virtual OSX 10.9 Mavericks (Free) on my Windows 8 PC....
I create in windows (my preferred OS) and then just export the game to a shared folder. I then boot the virtual machine and import the game to Stencyl on OSX and it works 100% perfectly.

VMWare is a little steep if you're only going to run one OSX image for app publishing though... can prob find a cheaper Virtual Machine package.

Ask a Question / Re: Are we required to include iAd error handling?
« on: July 15, 2014, 06:05:15 am »

Ask a Question / Are we required to include iAd error handling?
« on: July 09, 2014, 12:49:03 am »
Hey guys, quick question.
Am I right to assume that Stencyl handles all errors in case iAd fails to load?
and if so, what are the "When the ad area loads" and the "When the ad area fails to load" blocks used for?

OK changed it again, got rid of the loop. Wasn't necessary, just multiplied the number of remaining nodes by 1000 and added the distance left to the next node to get a result that I can compare with all other targets. That way those with less nodes automatically gain priority and those on the same node just have their current node distance compared.
Not sure how much more computationally efficient it is like this but it still has to be slightly better right?

Hehe, Yeah I saw your other post confusion. Sorry I didnt reply sooner, have been busy at work (Kindergarten)
I have successfully used your example block above to work out the distance between 2 points. I ran it in a loop for each node in 'Follow Path' (with the first one referencing to the enemy, not the previous node) and incrementing the item number by 1 for each loop and adding its result to total distance. Is working as intended.
I didnt want to just kill the first created enemy, because there will be enemies with differing speeds/difficulty.
Thank you again.

Hey Guys, I'm very new to the Stencyl scene but I'm having fun so far.

I'm currently working on a tower defence game and I'm using the Follow Path behaviour that contains x amount of waypoint nodes for the enemies to follow.

What I am after is how I calculate the distance left before the end of the path.
I want to program towers to aim at the enemy that is the closest to reaching the end of the track as a priority.

I have thought of using x coords but that wont work if a track goes backwards and forwards in a zigzag style path.

I am hoping theres a way to calculate pixel distance between nodes or something similar. Can anyone offer some advice?

Thanks for reading  :)

Ask a Question / Re: mooth MOTION PATH FOLLOW
« on: June 24, 2014, 06:43:55 am »
Only just saw this... but for anyone else who is trying to achieve this and is using the 'Follow Path' behaviour (i.e. path velocity is consistant and doesnt slow down from node to node) all you have to do is:

Go to the 'when updating' code block
Down the bottom is a line that says:
if Distance > 0
     set velocity to (blah blah, speed: Smaller of Current Speed and Distance) for Self
Take out the green block that says "smaller of Current Speed and Distance" and replace it with just the blue "Current Speed" block.

Save and test... and you're done.

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