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Messages - supremelorax

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I would love to have a  'when mouse is pressed on <any region from list>' block at the top there. Then I could set up a list of region names to check, verify and set those 'Divet' blocks to.

A loop might help but first I need a way of setting something up that can check these areas repeatedly. It seems much of the blocks I would need for that must be at the top of a string.

The other thing is that even though I mentioned a grid, it is not one that aligns with the tile grid very easily hence why regions might be my best bet as they will get me proper placement of each object. Although I do wonder if actors can be used and if the same quantity would be too taxing or just annoying to try to configure.

Attempting to better explain...
Here is my updated code. It now allows for me to click on a box (which activates it) and then click on a 'divet' and drop one in if there is nothing there. If there is something there, then it removes it back to the box. This is tied to a designated region. How do I set something up that will apply this to 99 other regions? Or, is there a better route to explore to get this same mechanic to work like this?

Also... does anyone know why '=' blocks don't work for my 'get list' statements but '>=' and '<=' do?

Greetings Jovial,

Rocktapus is referring to using a boolean, and potentially an attribute or true/false to set your 'if' statement.

For example: You can create an attribute either tied to true/false or a number like 0 and 1. When the fall happens, set this attribute to 'true' or '1'. All other times it will be 'false' or '0.' When the fall happens this attribute changes and then triggers your 'updating' event. Just make sure to then set the attribute back to 'false' or '0' at the end of that code block series or it will continue...

I am working on a bead board type program. Think of it as a flat piece of wood with divets in a grid for the placing of small objects to visualize quantities.
I have been piecing together bits from this forum and elsewhere and have tried a few things such as using actors, regions... but there are 100 of these 'divets.' Giving each one code will kill a lot of time and seems unnecessary with the tools Stencyl has. What I am trying to do is have each be marked by a region (on a list) that is constantly monitored for detection of a click at which point it will check for an 'active' attribute and either place a bead or remove one (or do nothing if there is nothing there). A user will first activate a 'box' where these objects come from and then click on a 'divet' to make this creation occur. I have also experimented with actors, which is easy enough to set up a few blocks for one and therefore 100, but I still need the actor to check for that 'active' attribute which it cannot do as it belongs to the scene. I am still a bit new at this so maybe I am just missing an easier solution and I wanted to see if there was someone out there who can keep me from wasting too much time trying too many things.

If I only had one bead to place, this is what the code would look like (attached). How do I get something to set the initial region call for any region within the series of 100?

I appreciate any help with this.

Ask a Question / Re: Web Scaling for Mobile?
« on: June 05, 2020, 08:50:06 pm »
That worked fantastically! Thank you very much as now I don't need separate versions.

Ask a Question / Web Scaling for Mobile? [Solved]
« on: June 04, 2020, 03:50:42 pm »
I have done a bit of searching and experimenting...
When I load my program on the desktop (web), or mobile (web), there doesn't seem to be any difference in the scale even with the scaling settings chosen. Is this normal and would I only see proper scaling if it was exported to iOS or Android? Is there a way to force scaling within the program through dimension detection?
I would just like my big beautiful program to show up tiny and beautiful on an iphone as opposed to being too big.
Thank you for your assistance.

Ask a Question / Re: Question about Regions Touching
« on: June 02, 2020, 01:24:57 pm »
Solved! Scaling up helped alleviate crowding.

Ask a Question / Question about Regions Touching
« on: June 01, 2020, 10:35:15 pm »

I am working on creating a board to input mathematics problems on... (it's for an odd reason).
The idea is this: clicking on one of the regions creates an actor 'selection'  (to mark it as active) and then stores an attribute called 'selection.' The user can then choose a number from the column which will be created in the 'active' region. If they select the same region it creates the selection actor again and they can switch a number out for a different one. All of this is working as expected except it seems the regions are sensitive to touching each other or even being within a few pixels of each other and the code I have pasted below is causing neighboring regions to execute the same 'kill command.' There also isn't a clear pattern to which sides of the active region are affected. Should I be going about this differently? With Simple physics, the 'kill command' does not work at all. :(

Ask a Question / Re: Stop bouncing when bouncing is set to 0
« on: May 29, 2020, 11:07:56 pm »
It doesn't just work on SimplePhysics. It nearly works on Normal! Maybe with some tweaking I can still get it to work there. Thank you very much. I also appreciate the use of formula and x-center to locate and decide on movement. It is simpler and will make things easy to re-work if I scale up.

Ask a Question / Re: Stop bouncing when bouncing is set to 0
« on: May 29, 2020, 06:37:57 pm »
Thank you for your response.

The abacus has 7 'wires' each with ten beads on it. I might have to use either fixed distance or simple physics; it sure is nice to see them move and bounce just a little like beads. My other thought was trying to affect them with gravity or the like by trying to change their state once colliding or pressed.

Ask a Question / Stop bouncing when bouncing is set to 0 [Solved]
« on: May 28, 2020, 09:47:45 pm »
I am completely fresh to this and sometimes the most simple things become over-complex after hours of trying to figure them out.
I have set up an abacus with 'beads' on it. The beads are set to be pushed either left or right horizontally when pressed which causes them to collide with ones next to them and take them over to the side as well. This works beautifully, although when they hit the other side (which is a tile) they bounce back. This looks pretty cool but I am trying to find a way to stop them from moving as soon as they reach the other side without having to specify a move distance. Is there a simple way to do this? Bouncing is set to 0 but I guess things bounce anyway?
I have attached a screenshot of the blocks I arranged to get the motion.
Any help with this issue would be appreciated.

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