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Messages - Luyren

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2266
Resolved Questions / 1009 error with lists
« on: April 14, 2011, 01:04:14 pm »
I'm getting a null reference error.

The Dash Melee Attack behavior, when the level requirement is met, uses a custom block that sets a tetx attribute and tell a message to the Use Skill behavior. The Use Skill behavior will draw a notification on screen if that's a new skill, and then add it to another list (irrelevant for this matter, I believe).

The issue is that it's throwing the null reference error on that if <not [Knwon Lists contains Learned Skill]>. It's not drawing the notification at all.

If anyone can give me a hint on what I'm doing wrong, I'll be forever grateful.

2267
Resolved Questions / Re: Have you used Pencyl?
« on: April 14, 2011, 03:35:13 am »
Same here. Use it for quick fixes.

2268
Game Ideas / Re: Video games as art
« on: April 13, 2011, 08:04:08 pm »
One definition of art that I like is: If it's directly necessary for survival, it's not art. So hunting wouldn't be an art, but telling jokes is. I think it's something like this.

In the 20th century all the avant garde movements in art gave birth to a hell lot of insane stuff. John Cage's random music (4'33'', anyone?), blank canvas paitings, Schoenberg's Pierrot Lunaire. My point is, if they call this stuff art, this stuff that is hard to understand, why can't games be art as well? In both you have a challenge before experiencing the whole thing. If they can make a painting with squares and call it art, why can't we make a game with gigantic pixels and call it art as well?

Also, only $50 bucks for a newly released game, right? We pay here $250. Thank god I can buy my games on ebay, so I pay around $80 in my country's currency in releases, $30 for a relatively old game (1 year or older). Heck, I'll probably just get my MGS Peace Walker next year. >_>

And now I want to play Ar Tonelico just because of that song. Didn't know about this series until now.

EDIT: I think it was Schoenberg who thought that only the enlightened ones could understand his music, so he purposely made it confusing and god damn hard to understand.

2269
Old Bugs (1.x/2.x) / Duplicating actors set physics values to default.
« on: April 12, 2011, 11:41:49 am »
To be more specific, if I duplicate an actor, the copy will set the settings on physics > General to the default ones (normal, no, and yes, in that order).

b368 ZIP preview
Windows 7

2270
Shared Resources / Re: Draw HUD (scene behavior)
« on: April 11, 2011, 04:25:00 pm »
The behavior was updated and reuploaded. You can now use a custom block to get one of the created actors, and perform any logic with it.

Example: want a hearts meter?
You can make the hearts meter actor have one animation with a number of frames equals the number of hit points. Then, you switch the current frame of the hearts meter to the current health. Your hearts meter now syncs with the actor's health.

This is just a simple idea. More stuff can be done with it. So I guess this behavior is finished.

2271
Resolved Questions / Re: Returning Actor custom block.
« on: April 11, 2011, 04:09:27 pm »
Oh, sorry. He said that thing about the code block, so I tought it wouldn't work.

2272
Resolved Questions / Re: Returning Actor custom block.
« on: April 11, 2011, 03:59:36 pm »
Bump? ._.

I guess the only thing I have to do is return a "null actor" with a code block? I have no idea how to do that though.

2273
Resolved Questions / Returning Actor custom block.
« on: April 10, 2011, 08:42:19 pm »
I'm making a custom block to return the value of a created actor in the Draw HUD behavior. The idea is to loop through a list with all the created actors, search for an actor that has the name you input inside the custom block, and you get your actor.

The only problem is what value to return in case you don't find the actor. It's a scene behavior, so I can't just put "self" in there. Any ideas?

2274
Shared Resources / Re: Draw HUD (scene behavior)
« on: April 10, 2011, 07:59:59 pm »
A user asked for assistance in creating actors with this behavior and performing logic with them. This may be a comon use case (like the hearts meter in a zelda game), so I'll update this later with a custom block that returns one of the created actors by name (the idea is to create a way to interact with the created actors).

Just a heads up.

2275
Chit-Chat / Re: Random Chat Thread
« on: April 10, 2011, 07:54:58 pm »
Today it was raining like the world would end. And now I've just discovered that half of my university is underwater.

Hard to believe, but it's true.

Were those busted pipes or windows?  :o

Windows. That classroom is below the floor level, and there's the underground level beneath that.

2276
Archives / Re: "When this hears" block should not accept sapces
« on: April 10, 2011, 07:52:30 pm »
I think the best solution is to just allow spaces.  Then, do field level input checking to strip out the spaces and see if that name has already been used (if so, don't allow it).  Everything behind the scenes would work as if there were no spaces - but the user would still see the spaces. 

I use text attributes inside a when this hears and a tell message blocks for my kit. I agree with any solution as long as I can keep doing that.

2277
Chit-Chat / Re: Random Chat Thread
« on: April 10, 2011, 02:20:06 pm »
Today it was raining like the world would end. And now I've just discovered that half of my university is underwater.

Hard to believe, but it's true.

2278
Chit-Chat / Re: Well, It's Been A Long Time!
« on: April 09, 2011, 10:00:51 pm »
Welcome back!

I remember your avatar from the time when I lurked on the old forums, a loooong time ago.

2279
Undo does not recover Game Attribute setters inside deleatable wrappers. (when this hears, if, otherwise, while, do after etc)

I had a setter game attribute block inside an if statement, deleted it. Then I hit undo, and only the if statement returned, not the setter. Same for the other deleatable wrappers. Happens with any kind of setters (boolean, number, text and lists).

b368 ZIP preview
Windows 7

2280
Resolved Questions / Re: Get height for Font throwing 1009 error
« on: April 09, 2011, 11:08:57 am »
Yes.

The error dissapears when I remove the get height of font block. I never had any trouble with the remove index from HUD custom block. o_o"

Uploaded "Test Game" on forge, if you want to check what I mean. Just hit test game, and you'll see it prints all the errors. If you remove the block I told you about, it should go without errors.

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