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Messages - SnakeKiller

Pages: 1 2
16
Abandoned Bugs / Windows Platform Will Not Compile
« on: January 16, 2016, 09:56:19 pm »
I hope this is an easy fix. I've have been trying to test my game on windows platform, but I get errors. I installed the latest Visual Studio Express, but I still get the same error.

In the log file I get errors like this:

ERROR: The process "neko.exe" not found.
ERROR: The process "adb.exe" not found.
ERROR: The process "arm-linux-androideabi-g++.exe" not found.
ERROR: The process "cc1plus.exe" not found.
ERROR: The process "tail.exe" not found.
ERROR: The process "ios-sim.exe" not found.

I don't know what I'm looking for, but I attached the log files here.

17
Ask a Question / Re: Multiple Enemies with Actors Following
« on: December 10, 2015, 03:24:42 pm »
Thank you! I fixed it, and it works fine now! :D

18
Ask a Question / Re: Multiple Enemies with Actors Following
« on: December 10, 2015, 03:14:09 am »
This is probably easier to read: :P

When Created:


Always:
 

19
Ask a Question / Multiple Enemies with Actors Following
« on: December 10, 2015, 02:59:39 am »
I don't know the best approach to this, but I want to create an enemy with blades spinning all around it. That way the enemy can chop the player to pieces, and the player can defeat it using a ranged attack. I have two actors for the enemy. The first one is the main guy that moves around and takes damage. The second actor, is a bunch of blades spinning around the guy. Basically, I have the second actor follow the first one by setting it to the same position as the first one. It works fine ,  but when I place more than one enemy in the scene, the second actor only follows one of the guys. I understand why, it's because it's applying to every actor of type.

Does anyone know a better approach?

This is what I used on my behavior I created (pseudo code):

Code: [Select]
When Created
{
create(Blades) at (x of self, y of self) at (front);
}

Always
{
  for each(actor of type:Blades)
  {
  set x to x of self for actor type;
  set y to y of self for actor type;
  }
}

20
Ask a Question / Re: Characters are to small
« on: September 16, 2015, 01:14:18 am »
Basically what I'm trying to do is have my game fit on a mobile device and be able to see my main character. The character is 24x36 in pixel size.  I changed the screen size to 240x160 and changed the scaling to 2x (just to see what it looks like on desktop), but now it looks like it's zoomed in too far. Do you know if 360x240 is an okay size for mobile games? or would that stretch it out weird?

21
Ask a Question / Re: Characters are to small
« on: September 16, 2015, 12:14:26 am »
Yeah, but there's got to be an easier solution. I thought zooming the camera 2x would fix it. Is there a way to code that?

22
Ask a Question / Characters are to small
« on: September 15, 2015, 11:54:13 pm »
I'm working on this platformer game. The screen size is 480x320 and I want it to stay that way, but I realized that all the characters I made are a little too small. I don't want to have to edit every one of them and resize everything.

 Is their a way I can zoom the camera? what would be the best fix for this?

23
Ask a Question / Re: Flash is dying
« on: July 15, 2015, 05:29:38 pm »
So if flash dies, will people still be able to publish to desktop and mobile? You just can't publish to flash right?

24
Resolved Questions / Re: Game won't open in Stencyl
« on: July 15, 2015, 03:51:31 pm »
Does it only work on one specific game? Or does it do that on all games you try to open?

25
Ask a Question / Re: Execute something once in update event
« on: July 09, 2015, 08:09:35 pm »
I figured it out! I got the actor to create once. There were several mistakes in my code. I still have a few things to figure out that's different from my question, but I think I'm on the right track. Thanks for helping!

26
Ask a Question / Re: Execute something once in update event
« on: July 09, 2015, 03:53:04 pm »
I understand what you mean, I probably should have shown you the whole code. This is how I've been doing this. In my update event I used if statements to detect the distance. When It reaches striking distance it strikes.

For example:
Code: [Select]
...
if (Xdistance < 34)
moving = true;
end if

else if (Xdistance < -34)
moving = true;
end if

else if (Xdistance > -33 && Xdistance  < 0)
moving = false;
end if

else if(Xdistance > -33 && Xdistance  < 0)
moving = false;
end if
...

The problem is that reaches striking distance it stops moving. That condition will always be false even when I switch it to true. I understand why it's looping I don't know how to setup the code better.



27
Ask a Question / Execute something once in update event
« on: July 09, 2015, 02:21:40 am »
I'm making a platformer game and I have this snake that follows the player. When the snake reaches a certain distance,I want him stop moving and bite the player. I have everything working fine, but when he bites, it spawns the head several times. I know it's doing that because it's in an update event. Is there a way I execute certain things only once? Such as the actor in the event?

28
Ask a Question / Re: Detecting Player is on Ground?
« on: May 17, 2015, 06:58:37 pm »
Got it, Thanks.

29
Ask a Question / Detecting Player is on Ground?
« on: May 16, 2015, 08:28:55 pm »
I have an idea for a platformer game, and I am hoping to purchase the Studio version of Stencyl.
I am a newbie at this, but I have a lot of experience in c++ game programming.

I want the player to be able to run,  jump, hit, and shoot things. I know there are a lot of behaviors I can use,  but whenever I want to create my own behavior,  the  other behaviors would cancel out the animation I want to use. I can do everything from scratch, but I want to figure out how to detect if the player is on the ground. In c++ programming I know that you can move the player's Y position to make it jump, and you can detect the  player is on the ground when the Y value stops changing and the player collides at the top a tile.

How can I do that in Stencyl?

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