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Messages - Alan1

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76
Thanks Photon. I'm working on a player that will have a number of interrelated behaviours: Walk, Jump(Fall), and a Jetpack. I have the Jetpack set up so that it is only active after a Jump and the Jump set up so that it is only active after the jump/up thruster control is released. Works OK this far. The one problem however is that if the L/R thruster controls are down as the player touches down, it will immediately shoot L/R along the ground as a Walk, and if I deactivate the Walk, then as a Jetpack movement. The Jetpack animation doesn't play, but I believe the movement isn't disabled until I release the L/R control. I basically have very slippery landings. Same thing happens when the actor is hit from above, it'll shoot along the top of the tiles if I touch. Unfortunately, if I can get this to work, I'm pretty sure I'll have to give up continuous, fluid jumps and a continuing walk from an X-moving fall, but I'd like to make precision landings part of the game play. Hope that made sense.

I guess I never actually answered your question: I'd like the player to freeze upon collision until a subsequent control input. Or at the least, freeze for 1-2 seconds before moving again.

77
Very cool. It's like a spring-loaded switch. Thank you Photon. It seems to work. If I understand correctly, it runs the trigger event for the one frame it is FALSE before the collision wrapper sets it to TRUE. Is there any way to control the length of time the trigger event is active or preferably with a subsequent control input?

Thanks again to both Alexin and Photon(and gamegirlxl).

78
Thank you once again, Alexin. Sorry to be such a pain with this but it still appears to be subject to the continuous collision as suggested by the print block results. It would appear the collision event block will not allow what I'm trying to do. Unless maybe I've missed something.

79
Thank you Alexin. I guess I'm having trouble making sense of this part:

Use a Boolean attribute to decide whether an event should be ignored or not.

How else would I go about doing this?

80
Messed up how? Are you referring to the blank blocks? That's how Stencyl took the screenshots. I've also noticed that the images only appear when I'm signed in. If it's something else, I'm not seeing it. Either way, thanks for bringing it up :)

81
Thank you Alexin. Attached is how I interpreted your solution(it's probably wrong). I'm getting results similar to before. It appears to conflict with behaviours that have a 'set X/Y speed' by continuously alternating between True & False. The collision event keeps looping as long as the collision exists. Is there any way around this? Thanks again.

82
Is it possible? I can only get either a continuous triggering of the event or none at all.

The main function will be to set X/Y speeds to 0 momentarily on initial collision but to allow movement afterwards even if the collision is still occurring. For example, the player hits the ground with both X & Y movement, freezes for a second on impact then continues to move, or preferably moves only on subsequent control input.

83
Ask a Question / Re: Timing Problem [SOLVED]
« on: January 11, 2014, 11:34:09 pm »
[UPDATE]

Figured it out with a few tips from Photon:
http://photongamedev.wordpress.com/2013/08/02/stencyl-for-noobs-timed-events/
http://photongamedev.wordpress.com/2013/06/03/the-do-after-dilemma-building-your-own-time-tracking-mechanic/

In short, was missing cancel blocks and best to keep increments/decrements to whole numbers.

84
Ask a Question / Timing Problem
« on: January 10, 2014, 11:41:44 am »
("do every -- seconds" block?)

This is probably something simple I'm missing but then again, I'm not really the programming type(don't let the handle fool you).

I'm trying to create a firing behaviour much like the ones I've seen mostly in golf games where the power of the swing is based on the amount of time a control remains depressed. The swing(or fire in my case) is triggered when the control is released.

This is a modified version of the "Fire Cannon" behaviour from the "Balloons" sample game. The "0.5" and the "1" are strictly for debugging purposes so that the "drawing" result will be easier to analyse when "Max Power" is set to 120(marching rhythm). My results show the timing too slow until the 3rd shot, then too fast from the 4th shot on, increasing the entire time. Mostly uneven timing as well.

Anyone see what I've missed? Thanks in advance.

(BTW, I can't seem to get all events on one screenshot. Sorry bout the excess.)

85
Resolved Questions / Re: Trouble Importing Frames To Actor Type [SOLVED]
« on: December 27, 2013, 08:46:47 pm »
Found the answer at this thread:

http://community.stencyl.com/index.php/topic,12913.msg76410.html#msg76410

Moral of the story: Don't use "Save for web and devices"

86
Resolved Questions / Re: Trouble Importing Frames To Actor Type
« on: December 27, 2013, 11:51:27 am »
[UPDATE]
Appears to be an issue with Photoshop. I just did a test creating a 256 x 64 png with the same result(hangs on import). I created a similar png with Illustrator and it worked. I'd still prefer to use PS since the colours turn out better than a png from AI. Any Photoshop experts here care to add your 2 cents? Have I missed a setting somewhere?

87
Resolved Questions / Re: Trouble Importing Frames To Actor Type
« on: December 27, 2013, 09:59:56 am »
Thanks Photon. Same result though. Also, never had trouble importing a 1920x128 found on StencylForge. Any reference for the article or discussion on image dimensions? Thanks again.

88
Resolved Questions / Trouble Importing Frames To Actor Type [SOLVED]
« on: December 26, 2013, 09:07:05 pm »
Having trouble importing a sprite sheet I created into the animation frames of an actor type. I'm able to import others, just not mine. When I try mine it just hangs on the "Importing" progress window.

It was created with PS CS5, RGB mode, .png, 1536px x 128px. Columns set to 12(I have 12 frames).

Anyone see what I'm missing? Thanks.

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