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Topics - cloa513

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31
Old Bugs (1.x/2.x) / Enable Behavior still doesn't work right in S2
« on: March 02, 2012, 11:25:10 pm »
See Enable in StencylForge.

Its just a simple demonstraction that enable/disable behavior still doesn't work right. You can disable a behavior from another behavior using When created  but enable and disabling dependant on a condition doesn't work and disabling the behavior from itself (using when created) doesn't work at all. 

32
Archives / Make forum news for news only
« on: February 29, 2012, 07:52:53 pm »
I suggest make the news folder for news and perhaps tutorials links, pure information only and therefore lock those threads. Make a subfolder for comments, feedback on the news that way the news folder  won't be so crowded. Indeed make the current news folder into the news comments folder and migrate over time into the new  news only folder.

33
Ask a Question / Practical maximum screen size
« on: February 20, 2012, 05:42:31 am »
Is there a limit for games (non-iOS)?

34
Old Bugs (1.x/2.x) / Stencylwork2 still has the unwriteable directory bug
« on: February 19, 2012, 10:20:35 pm »
Even with StencylWorks 2, I still can't do updates. It did it once and then stopped.
Can you remove the writeable directory check because it doesn't work right?
The installed directory is perfectly writeable and the login is adminstrator level.

35
Archives / Allow collision coordinates to be negative
« on: February 19, 2012, 10:07:55 pm »
Basically you put a collision circle centred on the character unless possibly you create  sprite with a lot of white space to the far left and top.

36
Ask a Question / Get too close bug wakes up
« on: February 18, 2012, 06:14:56 am »
With a number of bugs (which are moderately randomly placed and increase through the levels), is creating regions  (if player enters region change the attribute mode to 1 and that changes animations) the right way to it? Because I can't see how to name the created regions or otherwise give them a unique identity so a bug's region wakes only it up? The other ways would  be attach an another invisible actor to the bug and set it collide with the player only or do geometric calculation.

37
Archives / StencylWorks 2
« on: February 17, 2012, 05:52:35 am »
Events with when you press a control key should have a setable default value otherwise its of extremely limited value. Most times a control key used to set a player's velocity and you want the default to be velocity=0 or reduce  to velcocity=0 over some time.

38
Its easy enough to capture the player direction so the bullets go that direction but how do you spawn the bullets in front of the player which ever direction that he is facing? The bullets will only be allowed to go a short distance.   

39
Ask a Question / Detect Disengage
« on: February 14, 2012, 04:08:25 am »
If an actor is no longer in contact with another after a collision is the only way to test whether its x-posn+width<xposn of other OR yposn+height<yposn(of other) OR xposn>xposn+width (of other)   OR yposn>yposn +height (of other actor)? Is that massive set of blocks the only way to do that?

40
Archives / Stencylworks 2 Events (show all blocks at once)
« on: February 14, 2012, 03:42:43 am »
Have ability to show all events for a behavior because otherwise you are limiting game design visibility (the scroll down menu  improves cross-actor design visualisation which is difficult on 1.x). With it as it is now unless write down the code blocks from different events, then you might make a mess by forgetting what going elsewhere.   

41
Old Bugs (1.x/2.x) / Minor StencylWorks 2 bug
« on: February 14, 2012, 03:35:12 am »
The scroll down menu for the behavior field  (for functions in the Attributes subsection of Behavior) links to the attributes not the behaviors (but the one for Triggers subsection works OK) and the events one links to behaviors. 

42
Game Ideas / GOD
« on: February 13, 2012, 07:11:49 am »
You are a junior god- Great huh- gives the power to create life  and other things once you learn how but you are pathetic- your family history of gods has been grandfather killed by a falling bookcase, grandmother killed by a family of mice, father smarter than his father- made someone who fixed the box cases the wall however got beaten to death  when marauders thought he had valuable stuff and weakly tried to torture him gently (they had no idea how easy it was to kill him) , mother smartest so far and graduated to intermediate god created a warning spell when marauder come and eagle eye spell so you can see the whole battle field if marauders come close. You have created some bodies and can give them life but then you'd have to feed them and keep them busy so you couldn't keep learning. Naturally the day you dread has marauders have come for the stuff they think you have and you can create life (and direct them(walking, how to fight)  and give them skills but each that takes time and you can only one thing at a time (being a junior god).

Finding the hassles of making overhead views (not many out there so need to edit a lot)  and handling the attacks (your people attack by default automatically) and defence a bit much with Stencylwork awkward management of collisions- all a bit much.

43
Archives / Increment
« on: February 13, 2012, 06:51:49 am »
Can Increment be changed to accept game attributes.

44
Ask a Question / Stencyl 2 First and Second Actor
« on: February 13, 2012, 04:30:38 am »
Is First and Second Actor of Collision still arbitrary with Stencyl 2?

Why can't First Actor be set to the actor that the event(behavior) is attached to and the second actor be the other actor?




45
Ask a Question / Stencylworks 2.0
« on: February 13, 2012, 04:00:14 am »
Dear Jon,

Wouldn't it make sense to have 2.0 bugs separately and of course it would need to have fixed and not bugs child forums as well? 

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