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Messages - UnrealCanine

Pages: 1 2 3 ... 17
1
Sorry for the bump, but is this still up to date with Stencyl 4?

2
Extensions / Re: Spine Skeleton Engine Extension v0.0.4
« on: April 08, 2017, 06:12:59 pm »
has anyone tested this in standalone to determine how it performs?
It performs well if you don't use too many images in your skeletal animation.

Is 13 for one character too much?

3
Windows / Mac / Flash / HTML5 / Radioactive-Decay: Day 3
« on: May 22, 2016, 07:51:20 am »

4
Ask a Question / Re: How to detect actors at certain co-ordinates
« on: March 14, 2016, 07:24:47 pm »
so I have an alternative

instead of totally random chance, firing a gun causes multiple pellets to appear around the mouse. The pellets have random poisition based on distance from target and spread factor. However, they do spread in a square like fashion. Anyone know how to create pellets in a circle like fashion?

5
Ask a Question / Re: How to detect actors at certain co-ordinates
« on: March 12, 2016, 03:57:42 pm »
what if the actor in question isn't a perfect rectangle, and is actually an odd shape?

6
Ask a Question / How to detect actors at certain co-ordinates
« on: March 11, 2016, 05:52:49 pm »
I have the following idea;

1) The player controls an enemy who uses different weapons such as shotguns and smgs, etc.

2) Enemies further away obviously take damage

3) The way I have it set up at the moment is as thus. There is a certain chance of hitting an enemy at max range, with the difference closer on a linear scale. This means if the chance at 800 units is 50%, 400 units will be 75% and so forth. Then the game runs a random float between 0.0 and 1.0. If the float is greater than the chance, it's a miss, otherwise it's a hit.

4) There are a few problems with this. First enemy size does not account for damage dealt. an elephant-sized enemy is just as hard to hit as a rat-sized one

5) Second,  it doesn't account for whether you get a direct hit, or  just skim an enemy. Worse, if you slightly miss, you do nothing instead of slight damage

6) Third, any enemies next to the target take no damage, even it they should be close enough to be hit.

Is there a way to tell if an actor/enemy exists at a point, or as an alternative, is there a way to tell how much percent of an actor is in an area?

7
Extensions / Re: Artificial Intelligence Tools Extension (Beta Release 1)
« on: November 28, 2015, 09:11:08 am »
Ayy, got it working to some degree. Thanks

8
Extensions / Re: Artificial Intelligence Tools Extension (Beta Release 1)
« on: November 28, 2015, 06:08:46 am »

9
Extensions / Re: Artificial Intelligence Tools Extension (Beta Release 1)
« on: November 27, 2015, 06:56:41 am »

Scene Event

Attached to actor

Ignore the created and periodic events, they're just old attempts/deactivated

10
Extensions / Re: Artificial Intelligence Tools Extension (Beta Release 1)
« on: November 26, 2015, 04:32:39 pm »
Definitely a tile there

I've tried generating a graph using scene events, as well as on the movement behaviour itself, to no avail

11
Extensions / Re: Artificial Intelligence Tools Extension (Beta Release 1)
« on: November 26, 2015, 03:20:56 pm »
I'm trying to apply it to an enemy to test pathfinding.

No matther what I try, it just finds the direct route, ignoring walls like nothing

12
(code to trigger jump animation)

if speed > 0 (or x){
switch animation to jump right
}
else if speed <0 (or -x){
switch animation to jump left
}
else{
switch animation to jump idle
}

13
Ask a Question / Re: help w/ shooting and reloading behavior
« on: August 23, 2015, 08:50:47 am »
well the way I did it in a old game was as such

If ammo>0 and canFire(boolean){
decrease ammo by 1
Set canFire to false
do after fireRateTime{
set canFire to true
}
}
if  ammo<1{
do after reloadTime{
set ammo to 6
}
}

14
Ask a Question / Re: help w/ shooting and reloading behavior
« on: August 23, 2015, 08:24:31 am »
wouldn't 0.1 seconds not be long enough to notice a reload

15
Shared Resources / Re: Request A Stencyl Extension Topic { 6 Requests }
« on: August 18, 2015, 06:06:19 am »
When I upgraded to 3.3, I had to delete it because it was incompatable

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