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Topics - Galdon2004

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91
Ask a Question / Randomly generated tiles
« on: January 05, 2012, 04:39:24 am »
Had some computer problems for a while, which forced me to put a hold on designing, and just got a new computer a week or so ago, so I'm back now but having to almost start learning back from scratch XD

I am wondering what the most efficient way to randomly generate tiles offscreen would be; I had an idea for a sort of 'running game' with a bit of a twist, in that you are running down a hall with a series of variously colored buttons which trigger different traps when you step on them. the object being to avoid the worst of the buttons while trying to progress further and avoid the traps.

the buttons I have a good idea on how to make work; however, I can't seem to think of a good way to tell the game to generate the buttons and floor tiles off screen so they will be there when you reach them without risking there being gaps between them when running faster. Is there a good way to tell the game to check the current location of the last generated tile, and to create a new tile randomly selected directly next to it?

92
Game Ideas / Rebuild: Life after Zombies
« on: July 30, 2011, 10:49:42 am »
So after a few small games to get used to the system, I'm fairly sure I know how to make most of the game, so I'm going to start on it now.

This game is a cross between the Top-down shooter, and RTS genres, in which you must explore the nearby city ruins infested with zombies in order to gather materials to build a new safehaven for you and the other survivors.

Throughout the course of the game you will be able to build structures to hold food and supplies, construct new weapons for use, and ultimately, a science lab to work on a cure for the zombie disease.

Zombies are mindlessly stupid, but are drawn towards loud noise, the larger you make your base, zombies from further away will begin to be drawn towards it, and you must not let them destroy your power generator, or all hope will be lost.

93
Having a bit of trouble on this; since 'do every' loops don't work in the always loop, I have to put them into the 'when created' loop; but apparently, the 'when created' loop does not check the current value of a variable when called for; but uses what that variable was when it started.

At the moment, I'm trying to get the game to move each enemy on the screen by an amount equal to a 'speed' variable.

94
Ask a Question / Is there a particular way you need to exit a scene?
« on: July 26, 2011, 01:55:20 pm »
I've found that when I tell the game to switch scene to a scene the game has played before (such as going to the title screen) the game glitches up. Is there something I need to do when leaving the scene to prevent this from happening or is it a bug that hasn't been fixed yet?

95
After many questions, and exhaustive bug fixing, I finally finished that game I was working on. Being up since 3 probably did not help make the bug fixing easier ><

anyways, the game is here if you'd like to try it: http://www.kongregate.com/games/galdon2004/sir-francis-and-the-lesser-known-crusaide any comments or advice would be appreciated

96
Ask a Question / Drawing an actor onto the screen..
« on: July 24, 2011, 02:22:36 am »
Oddly, this worked when I first put it in, then stopped working suddenly though I don't think I changed anything. I have little bars that represent a unit of health, and the game is set for

when drawing
 if <[health] = 4>
  Create [Healthbar] at x:[60] y: [5] at [front]
  Create [Healthbar] at x:[80] y: [5] at [front]
  Create [Healthbar] at x:[100] y: [5] at [front]
  Create [Healthbar] at x:[1200] y: [5] at [front]

and so on. When I first did it, it worked, but now suddenly it isn't working. is there a different method i'm supposed to be using?

97
Ask a Question / Crash on AI death
« on: July 23, 2011, 07:12:47 pm »
Tried to make the enemy die when it collides with a weapon, coded:

when this collides with something else
[if <[group of [last collided actor]] = Weapon>
  Kill [self]

But when it collides with the weapon the game crashes and gives me this:

TypeError: Error #1009: Cannot access a property or method of a null object reference.
   at stencyl.api.engine.actor::Actor/getX()[/Users/jon/Desktop/stencyl/plaf/flash/root/stencyl/api/engine/actor/Actor.as:1243]
   at Function/<anonymous>()[C:\Users\Galdon\Documents\StencylWorks\sandbox\flash\scripts\Design_37_37_directionfaced.as:61]
   at stencyl.api.engine::TimedTask/update()[/Users/jon/Desktop/stencyl/plaf/flash/root/stencyl/api/engine/TimedTask.as:37]
   at stencyl.api.engine::GameState/innerUpdate()[/Users/jon/Desktop/stencyl/plaf/flash/root/stencyl/api/engine/GameState.as:1397]
   at stencyl.api.engine::GameState/postUpdate()[/Users/jon/Desktop/stencyl/plaf/flash/root/stencyl/api/engine/GameState.as:1331]
   at stencyl.api.engine::GameState/update()[/Users/jon/Desktop/stencyl/plaf/flash/root/stencyl/api/engine/GameState.as:1313]
   at org.flixel::FlxGame/update()[/Users/jon/Desktop/stencyl/plaf/flash/flixel/org/flixel/FlxGame.as:355]

Edit: if it is important, the weapon spawns a certain number of pixels infront of the character when the attack button is pressed. i tried removing the collision code and it still kills the enemy then crashes the game

98
Ask a Question / Different action for different collision groups?
« on: July 23, 2011, 05:52:43 pm »
Not finding any blocks under the collision category for this, and the stencylpedia vaguely hints at it in the opening tutorial but doesn't actually have a section on this. What I am trying to do now, is make it so an actor upon a collision will check the collision type then respond differently for each type.

For example, if it's an item, do nothing since the item has it's own pickup and remove code already, if it is an enemy, take damage.

I tried <if [group of [last collided actor] = [Enemy]> but that didn't do anything, and i can't seem to find any other blocks that look like they would work better. Also, sorry if I'm doing too much question asking so rapidly, trying to make a full game and keep running into spots that are stumping me ><

99
Ask a Question / What have I got wrong with this patrol code?
« on: July 23, 2011, 04:46:35 pm »
I tried to write some code to make an AI patrol a short area, then when he turns around to change animation to face the right way.



This is the code I used; however, it won't change animation until the second directional change, and each time it changes direction it doubles in speed for some reason. I have no idea why either of those are happening. o.o

100
Ask a Question / creating variables?
« on: July 23, 2011, 05:52:26 am »
Having some more difficulties; I need to be able to tell which direction my character is facing, and the easiest way I can think of would be to make a variable that has one value when you hit the right key, and changes to another value when you hit the left key.

Unfortunately, I can't find anything at all about this in the stencylpedia, and searching through the help guide I have no idea if it's custom blocks or attributes that act as variables or how to use them, and the normal blocks don't seem to have anything that looks like they can change the value of attributes.

101
Ask a Question / Jumping won't work randomly
« on: July 20, 2011, 08:37:01 pm »
It worked in the original tutorial; but I'm making a new game, and need to be able to jump; I downloaded the 'jumping' behavior, and assigned it to the player, picked the animations, and the button that's supposed to go with it as I did in the tutorial, yet when I go into the scene testing pressing the jump button does nothing!

Is there something else I have to do to make the jump button function?

102
Ask a Question / Best way to impliment a cutscene?
« on: July 18, 2011, 04:15:06 pm »
I'm working on a game that requires cutscene endings, and have no idea how I would go about doing that. weather i need to animate it all in a gif and play the audio at the same time; or if there's a built in feature to make a scene into a movie. I tried looking for 'cutscene' and 'movie' in the wiki and in the forge, but got no results.

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