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Messages - LtVax27

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Ask a Question / Re: Seeking Feedback
« on: September 23, 2017, 09:02:35 am »
Got in and had a go of each, noticed the in game buttons don't work in Alien Storm, Planet Defender and Tank Outpost. other than that it is fairly neat and easy to pick up. Nice art style and fun little collection of games.
May be a bug in firing code, had it on auto fire?

Ask a Question / Re: Mouse is Over, Otherwise off? {Pic}
« on: August 30, 2017, 07:18:22 am »
Brilliant, not some thing I would have thought of.
*Updated the game with the Info script

Ask a Question / Re: Mouse is Over, Otherwise off? {Pic}
« on: August 30, 2017, 04:10:46 am »
This is what it prints

The thing it's for

I would like to see this animation when it is finished.

Not sure if I'll animate them as the time one will spend viewing the system map would not result in any movement of the Planets. (Saves me a lot of headache also) The System Gen is published on the Arcade atm under Developement.

Ask a Question / Re: Mouse is Over, Otherwise off? {Pic}
« on: August 29, 2017, 08:44:22 pm »
Basically just a lil pop out window that will show stats about the planet the Mouse is over, the Animation name is set to it's type atm. So as long as the mouse is over the planet it will be extruded and display the info, when mouse off it shrinks back in and stops displaying text. I did just try 'otherwise' and a few other things [blocks not connected] it won't run the on actor till on actor but it just keeps running the off actor part even when on actor. I have also tried creating regions on the actor and have a 'mouse exits region' but it will just spam them so I can't test that.  (It's funny, had 1 problem with that trig code and it was 477 lines and this is just damit....)

Ask a Question / Mouse is Over, Otherwise off? {Pic} [Solved]
« on: August 29, 2017, 11:40:37 am »
Can't stop this from continuously executing, even when mouse is on it triggers off, tried a few things but it's 4:30am and time to give up.  Help, Please and Thank you.

Ask a Question / Re: Trigonometry problem, DrawXY/PlayerXY [pics]
« on: August 27, 2017, 09:04:43 pm »
(Starts hitting head against desk) fixed, but why was it not grabbing the same numbers? Anyway, thanks for the help and hopefully I'll have this uploaded soon for people to check out. (Still got to add moons but this should help do that)

Ask a Question / Trigonometry problem, DrawXY/PlayerXY [pics] (Fixed)
« on: August 27, 2017, 06:33:20 am »
Trying to set the rotation for the binary planets. The 1st line of code works and produces the blue circle, the 2nd line is what's not working and puts the planet way out about 10 blocks (could only see a bit of the orbit line where it was) Now if this wont work I can't merge it with the bottom block to set the random rotation of there joined orbit (blue circle)

I have checked and nothing gets changed (blue circle wouldn't be there other wise) so I'm thinking some thing to do with scene/screen space?

Ask a Question / Re: Custom Event pre-executing passed code?
« on: March 28, 2017, 02:40:59 am »
So after a long walk and a good think I threw a few more 'Print' blocks in to see where it was looping, was the 'For each Item' running again, still not sure why it would run after being disabled but a simple 'Stop' condition fixed it.

For some reason it's executing part of the code after it has gone past it with out being triggered again? Been trying to make it stop but....
As shown by the Log Viewer it logs the info I need {No Name} but then goes back and runs the {Has Name} part, Whyyy....

I could have it reset the Count and just re-add the info (Maybe, have not tried) but it shouldn't be running the old code again??
Would like to know what's happening in case I or others have this problem again.

Ask a Question / Re: Region Names [Solved]
« on: March 02, 2017, 12:51:37 am »
Just thought I'd add a pic of the final version, this is how it looks in my game, way more tidy than what I had and saves adding repetitive code for every house/town you move between.

Had a few bugs but worked them out. The Item> stores 2 lots of data.

Ask a Question / Re: Region Names
« on: February 28, 2017, 06:17:09 am »
After scratching my head and doing a lot of reading and compiling ideas of how to mutilate some code together for a few hours I have finally worked out how I can use that example.

Thank you Sir, your help was most impressive.

Ask a Question / Re: Region Names
« on: February 27, 2017, 08:54:49 pm »
That looks like it will do what I want, problem is I've not gotten into custom codes that much so I don't know how or where to use this code,  I did try just swapping out the 'region' block for 'code' block as Text but that just gave me an error I don't yet under stand. Any chance on a basic example of using this to add that name to a attribute?
P.S. Off to work now so no rush.

Ask a Question / Region Names [Solved]
« on: February 27, 2017, 07:50:45 pm »
I want to go from- When Action 1 is pressed, If Actor inside this or that region switch to this or that scene (xAmount of Regions(lest I use is 7))
To - If Actor collides with region, Set -- to Last collided region name
If Action 1 is pressed, switch to scene with name 'Region name'
This will cut my code down to something so basic I can use it almost any where.
Now, the problem is I don't know how to detect the region without having a lot of 'If Actor collides with region' or how to get the name, I tried 'set Text to Region as Text' but get NULL back.
Trying to make it universal for every Town scene. Thanks in advance to who ever puts there time/thought into this.


Just have to name 'Regions' to corresponding 'Scene names'

Well I'm guessing that this is one doosy of a problem and seeing as how this is kinda the 2nd post regarding code like this I have decided I will add the region to the Player via Scene Behavior in hopes that it will work (also will cut back on a lot of regions). How ever I would still like to get this working as I have an AI code that dose the same thing assigning each spawned enemy with a region for way-point/player/squad interactions (1-5 enemies only).

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