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Messages - Ninjadoodle

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16
Thank you for your help guys! The for each option works well with my current game :)

17
Extensions / Re: Raycast API
« on: December 13, 2012, 02:20:38 am »
I just wanted to say thanks for your cool extension! With your help I managed to do what I wanted for a while.

I have an explosion which checks whether there is a wall between itself and an enemy and inflicts damage according to distance.

Thank again!

18
Extensions / Re: Raycast API
« on: December 12, 2012, 04:37:15 pm »
Sorry, I had to go out before I had a chance to post here.

It was the fact that testing in the browser doesn't print statements for me.

I managed to get things working now :)

Thank you!

19
Extensions / Re: Raycast API
« on: December 12, 2012, 12:43:41 am »
So, I had a play around and I can't seem to get it working haha. I keep getting ...

[LOG] Missing: first actor on line from x1: %0 y1: %1 to x2: %2 y2: %3.help

Putting the first actor block and trying to 'print' it.

I don't even know where to look for what I might be doing wrong :)

20
Extensions / Re: Raycast API
« on: December 11, 2012, 02:44:11 pm »
Awesome, thank you for your quick reply :)

So, if I wanted to check that there is 'nothing' between a player and an explosion, would I create a list and check if that list is empty?

Thank you again or your help!

21
Extensions / Re: Raycast API
« on: December 11, 2012, 02:20:14 pm »
Hi coleislazy

Thank you for creating this extension :)

Is there a way for the api to return whether it hit a tile?

I'm trying to check where there is a wall tile between a player and an explosion.

Thank you!

22
Ask a Question / A wall between enemy and explosion
« on: December 11, 2012, 02:05:29 pm »
Hi Guys

I have a player who drops bombs to blow up enemies. What would you suggest as the best way of checking whether there is a wall tile, between the enemy and the explosion, to prevent the enemy from getting hurt.

I am currently only checking the enemies distance from the blast, so it doesn't take into consideration any walls in the way.

Thank you in advance!

23
Hi Guys

How would I go about setting an Actor Attribute to a particular actor, from inside an actor behaviour.

It only lets me set the attribute to self, another attribute or last collided/created actor.

Thank you in advance!

24
Completed / Re: Foreground blending mode
« on: December 01, 2012, 12:06:45 am »
Thank you for the quick reply Jon :)

25
Completed / Foreground blending mode
« on: November 30, 2012, 11:00:08 pm »
Hi guys

Is it possible to set the blending mode for a foreground? I had a look around the forums and it looks like it's only possible with an actor.

Thank you in advance!

26
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 24, 2012, 08:34:22 pm »
I found this, which applies to what I'm trying to expain :)

http://www0.cs.ucl.ac.uk/staff/D.Silver/web/Publications_files/coop-path-AIWisdom.pdf

and some good looking source code ...

http://www.alexcurylo.com/blog/2010/07/11/asipathfinder/

27
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 24, 2012, 06:35:21 pm »
You are a legend! The latest update you've done is awesome, but there is still one problem ... I think this one might be a little hard to solve.

If the enemies don't collide, they eventually end up crossing each other over until they become one enemy (all following from the same position) ... if I make them collide with each other, they get confused and can't move.

The 3rd option "The hunter returns to his target position (same speed), then chases again"
... seems to work the best when it come to them not getting as confused, but it crashes with a few hunters.

The 1st option (You're favourite) seems to be the best for hunter logic.

If I want the hunters to collide with tiles, they also get confused. If I leave the tile collision off, they can be pushed inside the tiles.

Thank you once again for all the work you are doing and let me know if what I've detailed is doable or too complicated :)

28
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 22, 2012, 03:59:49 pm »
I thought it was something like that, thank you for explaining it.

I thought that recalculating the path on a collision with an actor would help?  If only I had an idea on how to do it, haha. I'm really looking forward to your example on how to do this!

Your game idea sound interesting, I like puzzle games. I've been making flash games for a few years, mainly using Adobe Flash. Lately, the Flash IDE has just become to slow and buggy with the tools/plugins I use. I noticed Stencyl and really liked the cross-platform exporting (I'd really like to get my games to devices).

So now that Stencyl 3.0 supports Mochi Live Updates, it's become my new tool of choice. With the help of your extension, I'm currently making my first Stencyl game :)

*EDIT* I just thought about resetting the hunters path on collision, but realized that the hunter slides after being bumped/pushed. The reset would have to be done once the hunter comes to a complete stop. I'm probably not helping much haha, just brainstorming :)

29
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 22, 2012, 02:03:33 pm »
Hi Jihem

Awesome work! I've been playing with the new version and don't seem to get any crashes :) I've started implementing it into my game and it works really well.

I have one question ... if I want the hunters to react to physics (for example they get bumped/pushed by the player) they seem to go off track and loose their ability to find the path again and they just end up sitting there.

I assume this happens, because the hunters get pushed off the centre of the tile?

Is there any way of going around this?

Once again, thank you for the awesome extension!

BTW: What game are you working on?

30
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 22, 2012, 02:09:32 am »
Once again! Thank you for working on this ... it's going to make a lot of complex tasks 100x easier :)

Make sure you get some sleep tho haha!

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