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Messages - TheStrangeOne

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Ask a Question / Re: Selecting a random actor on screen
« on: November 10, 2016, 05:05:15 pm »
Okay so Im having a small issue:

Because the event is on a scene when I say "switch animation to 'x' for '...' I do not have an option that allows me to change the animation of the actor currently being checked in the loop. Only 'last created', 'choose actor' or 'actor attribute'.

Is there a way to fix this that Im just stupidly missing?

Ask a Question / Re: Selecting a random actor on screen
« on: November 10, 2016, 04:07:10 pm »
thats an interesting way to look at it, ill give it a shot. I wonder if I could also set the ToBeChanged attribute into another attribute and say that if ToBeChanged = UsedNuber it should generate a new number to  try and avoid interactin witht eh same actor. Thankyou for the advice anyway! Helps a lot!

Ask a Question / Selecting a random actor on screen
« on: November 10, 2016, 04:25:56 am »
I have an 8x8 grid like pattern of actors on screen. I would like to select 3 of them at random every 5 seconds to change their animation. Whats the best way to do this? Would it be using a list or something else? Im having trouble selecting them at random.. Thanks in advance, you guys are always helpful!

Ask a Question / Re: Pre-Made Rooms that are generated in random order
« on: August 29, 2016, 04:21:34 am »
an odd example that will either make sens or confuse you is the way that flappy birds (the only endless game i can think of right now xD) has pipes slide on-screen. The difference being I dont want to spawn one random actor. I want to create a whole room randomly underneath another room creating somewhat of an endless tower. Im assuming I would obviously have to design/pre-build, these rooms. I just dont know how I would go about doing that.

Ask a Question / Re: Pre-Made Rooms that are generated in random order
« on: August 29, 2016, 04:14:02 am »
I thought about doing it that way but I kind of want it to be seamless. Like I want each stage stacked on top of each other so as you move down you can see the previous level you were on and a glimpse of the next one below you

Ask a Question / Pre-Made Rooms that are generated in random order
« on: August 29, 2016, 12:53:45 am »
So the subject kind of says it all but to give you more of a description. I want to create a challenging platformer where you get a point for each room/stage completed. Each room/stage is always the same size and the end of each one is a pipe that takes you down a floor to the next. How would I be able to design the rooms but have them generated at random/in a random order vertically down below eachother?

Ask a Question / Saving multiple actors as variables?
« on: May 15, 2015, 06:00:47 am »
I have a scene in which actors spawn randomly

after 3 seconds; actor1 spawns
after 6 seconds; actor1 spawns
after 4 seconds; actor3 spawns
after 7 seconds; actor2 spawns

it completely random what actor spawns, when they spawn and where they spawn.

I have it set so that when an actor is created it increases a variables value by one and when an actor is killed it decreases a variables value by one.
The main variables are all of number form and are called;
Actor1 on screen
Actor2 on screen
Actor3 on screen

I have it set to save on the creation of an actor and to load on the creation of the scene.

I have then made it so that when the scene is created a loop is created that repeats for the amount of actors of each type that where on screen last session. (eg a loop for actor1, a loop for actor2 and a loop for actor3, all on after another)

I dont understand why the actors arent spawning on the creation of the scene? Can anyone help me?

Thankyou for the reply, I have never used lists before so Im kind of lost. Im assuming this is all placed on a scene event? would you know of any examples I can use to help me understand what I would need to do? :)

I have been trying to find an answer to  this for about a week now but am yet to be successful in resolving the issue. I am using the drag and drop behavior on a screen where multiple actors wander around. It works fine except for when you try and drag overlapping actors, it will pick up all overlapping actors. I have posted this issue before and was told to try using the custom behaviour 'Mouse Even on Collision Shape'. I tried using the custom behavior 'Mouse Event on Collision Shape' but it seemed to do nothing. Does anyone know how to use this custom behavior effectively or how to manually make the drag and drop behavior only move one actor at a time. Thankyou in advance to anyone who takes the time to help, I am working on a deadline atm.

Is there a way to make the drag and drop behaviour just drag the top actor in a pile and not everything overlapping?

I have a scene where actors of 3 different kinds spawn periodically.

after 5 - 10 seconds.
create random number between 1 and 3
If random number = 1: spawns actor1
If random number = 2: spawn actor2
If random number = 3: spawn actor3

This continues for the entire scene until the number of actors on scene = the actor cap I have created (16)

I have everything working fine, but if I close the game and open it, all my actors are gone. I have no idea how to save all of their positions and actor types? Thankyou to anyone who takes the time to help :)

Ask a Question / Saving a scene with multiple actor positions
« on: May 09, 2015, 08:12:38 am »
Hello, I have a game I made that is mainly contained in one scene, only one other scene exists and it is the upgrade store. The main scene works like a breeding app, animals spawn (let's say cats for the ease of explaining it) and when to cats have spawne you drag one into another and they both disappear to be replaced with a new kind of cat. This continues until you have some absurd monster cat. Everything is working fine but I can't figure out how to make the app save the position of the actors (cats) in the scene and what kind of actors they are (normal cats, level 2 cats, giant mutant max level cats)

Just to reiterate the scene starts with no actors on it and things spawn. I need to save what has spawned and where of possible

I have a stack of actors eg. Cards, and want to be able to drag the off one by one. The drop and drag behaviour unfortunately picks them all up at once. Is there a way I can Change this to only pick up one at a time?

Ask a Question / Sensing collisions without producing a collision?
« on: May 08, 2015, 07:53:11 am »
Hello. I am creating an app in which you drag an actor into another actor and a new actor is created. I am having trouble making the collision work the way I need it to.  My scene is blocked off by terrain boxes also.. If that makes a difference. I have created a custom group called monster and set my first actor into that group. Only issue is this custom group won't collide with terrain? Is there a way to fix this?

Secondly I would also like to know if you can creat a group, for example 'monster', and set it to collide with nothing, would you still be able to sense a collision if you manually called for it? I need to know this cause I want to drag one actor from the monster group onto another actor of the monster group and have them check if it's colliding with one another, if it is, kill it and create a new monster. If I have collision on the monster group, I can't hover one monster over another though? Is there a way around this?

Hopefully that made sense but if you don't understand I am happy to try and explain it a bit better

Ask a Question / How does app monetization work
« on: May 07, 2015, 08:00:10 am »
I know this isn't the correct forum for a question like this but I'm having trouble getting an answer and the DK I used was stencyl.

I am working on an app with a friend. He does art and I do the rest. We were talking about how we would split the money and I wanted to know if you could set it up so that profit from the AppStore could be split 50/50 an each half be put in a separate account

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