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Messages - sanjordi

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I created two animations for the actor. Then, I used the below logic in my behavior. Please refer to the screenshot. But, the compiled program doesn't switch the animation to 'animation 1'. I don't know whether the animation hasn't been switched, or the switched animation is hidden behind something?

You are my hero! Problem solved! Thank you so so so much, rob1221!

You are correct. When I use the 'create recycled....' block, it works.

But, here comes another issue - as you know, I'm trying to do check/uncheck. That means the checked actor and the non-checked actor are located at the same coordinate. I find that when I click there, the program does both check and uncheck the two actions, which does nothing.

I guess it should be solved by using different layers. So, I set one of them to be Middle and the other to be Front when creating them. But, it doesn't seem working for me. Where else should I be looking into?

Thank you again.

Just to let everyone know - the function I'm trying to implement is check/uncheck function. In other words, I want to click on something to pick it up and save to my inventory. Then, when I click on the item in my inventory, the item should be checked. Then, when I click it again, it should be unchecked.

I figured the 3 steps listed in my post to implement this feature. If it's true there is a bug in StencylWorks blocking me doing that, is there a workaround?

Thanks for your time.

Thanks, rob1221.

Below is the code. And, the screenshot of the behavior is also attached. For each step, I use exactly the same logic as what's shown on the screenshot as well as the below code, except the actors are different. Just don't know why it doesn't work at the last step.

   public dynamic class Design_1_1_Select extends ActorScript
            override public function init():void
      override public function update():void
          if (actor.isMousePressed())
              createActor(getActorType(23), 565, 168, FRONT);
      override public function handleCollision(event:Collision):void
      override public function draw(g:Graphics, x:Number, y:Number):void

      public function Design_1_1_Select(actor:Actor, scene:GameState)
         super(actor, scene);
         nameMap["Actor"] = "actor";

      override public function forwardMessage(msg:String):void

In my program, I create the following logic:
Step1: click on item A to recycle itself and create item B on somewhere else
Step2: click on item B to recycle itself and create item C at the same coordinate
Step3: click on item C to recycle itself and re-create item B at the same coordinate

When I test my program, it passes the building process. But, when I play it, the game freezes after I click on item C.

Does anyone have any ideas?

P.S. I put iOS as the prefix since I'm using 'touch' as the user input although I'm currently testing it in flash.

Ask a Question / Re: How to make a puzzle game?
« on: January 31, 2012, 07:40:36 pm »
Hey, buddy,

Are there any sample puzzle games available? I'm not a tech guy. It's kind of struggling for me to figure out how to create those behaviors. It would be great if there is a sample so I could learn faster. Any ideas if it's possible?

Thank you.

Ask a Question / Re: How to make a puzzle game?
« on: January 30, 2012, 07:32:18 am »
Thank you so much for your timely reply! I will play with actors and regions see if I work it out. I may end up with more silly questions later and hope you don't mind me keeping bothering you! Of course, I will try not to. :-)

Thanks again!

Ask a Question / How to make a puzzle game?
« on: January 30, 2012, 07:07:40 am »
Hi guys,

I'm pretty new to StencylWorks. It comes to my attention that all samples are for action games. Anyone has any ideas of creating a typical puzzle game using StencylWorks? I mean just like Drawn The Painted Tower, or any other room escape games. The player doesn't need to control any avatar. All s/he needs to do are just to 1) click on the screen to collect objects and 2) drag and drog to put the objects somewhere in the scene. Finally, the way out will be shown if the player get all objects placed correctly.

Does StencylWorks works for such a game?

Pages: 1