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Messages - DonPepe

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Ask a Question / Re: StencylForge acting slow
« on: December 12, 2011, 12:21:37 pm »
Yeah, same problem here! Could that be location specific? Wonder why noone else seems to have that problem.
I'm from Germany

Ask a Question / Reset Time for doAfter Block
« on: October 18, 2011, 05:54:52 am »

Is this possible? I have kind of a status on an Actor if he collects an Item. After 5 seconds he gets the idle status back. I do this with a doAfter-Block. Now if he collects a similar item within the 5 seconds the status still gets set to idle after the 5 seconds of the item he collected first, so if I could reset the doAfter block or set the time to a new value this would solve my problem very easily.

Thanks for help,

Ask a Question / Re: Checkpoints
« on: October 10, 2011, 02:10:01 am »
Good description,

I'll just translate this to Stencyl ;)

For the Checkpoints I'd use a game attribute list type, and save the x value as the first and the y value for the second entry. You can use two number attributes, but I prefer to have them sticked together.

The same thing you do for the enemys. Create a game attribute list type and index you enemys. In a behavior you put in the "When created" part something like

If (EnemyList[NumberOfEnemyAttribute] = 1)

So all the enemys which were dead will be killed. You just have to set the right value in the list when the enemy got killed.

In the Game tab you can find a save game block, this block saves all the game attributes on the players computer, so the two lists will be saved as well.

Have fun with it


I'm still trying to develop a little PacMan clone. In the screenshot you can see the blue PacMan on one of the triggers, where he should be told to change his direction. The Problem is, that I cannot catch when PacMan is in the right place to turn (without running into a wall) because the x of self and the y of self blocks return wrong coordinates for the T-Trigger. The behavior lies on the trigger, "the actor" is PacMan. The coordinates of PacMan are right, checked that. So i can't see why the Coordinates of this Trigger are different from PacMans.

Give it a shot,

Dumb collision groups fail, can be deleted ;)

Resolved Questions / Re: Sinus & Cosinus Problem
« on: September 26, 2011, 06:53:10 am »
Gnar, should have tried this :/
Thank you! This could also be a good tip in the Help ;)

Resolved Questions / [Solved] Sinus & Cosinus Problem
« on: September 26, 2011, 05:27:25 am »

I'm doing some kind of a 2D sailing simulation. Right now I try to get the force which the wind pushes in the sail, but I stuck with the use of the Sinus/Cosinus blocks. The attributes Wind and Sail are just the angles of the wind and the sail, set correctly via messaging from other behaviors.

I don't know why, but this function is trying to fool me. As you can see I can print the values and there are strange things happening. The values just jump around as they like. For example the cos for 75° is 0.92 and for 72° I get -0.96 which is obviously wrong.

Can anyone explain that to me?

Old Bugs (1.x/2.x) / Re: Scene is bugging, no changes can be saved
« on: September 20, 2011, 07:33:43 am »
Uff, seems like. Nightly fixed it =)

Ask a Question / Re: if actor is not on screen
« on: September 20, 2011, 07:18:16 am »
I'd recommend something like:...

Old Bugs (1.x/2.x) / [Solved] Scene is bugging, no changes can be saved
« on: September 20, 2011, 07:05:27 am »

I'm having a bug with a scene which is refusing to adopt any changes I make. Neither adding an actor nor adding a Behavior is working. If I save, close the scenes' tab and open it again the actor/behavior disappeared.
I tried restarting stencyl and my computer, neither of them solved the problem.

There's a picture attached and the .xml file, it will be a PacMan clone, here with dummy-graphics from the forge.
If a can provide further information, let me know.

Best regards,

Suggestion Archives / Re: Mini-Suggestion Thread
« on: September 19, 2011, 07:01:46 am »
In the scene editor, it would be nice if you could chose the actors by folders. Maybe like the tab for the tilesets, just with the folders you made in the actors library. Can get very confusing with many actors.

Old Bugs (1.x/2.x) / Re: VisitURL bug, seems to cache the answer
« on: September 03, 2011, 01:46:33 pm »
Thank you, I will on monday.

Edit: You were right thank you!! Strange behavior though.

Old Bugs (1.x/2.x) / VisitURL bug, seems to cache the answer
« on: September 01, 2011, 01:59:59 am »

I'm developing a quiz for a closed group of players. To keep the score I have set up a database where some information are stored. None of the players should be able to do the quiz twice, so I save the index of the quiz in the database and compare it with the actual index of the quiz (saved in a gameAttribute).

The .php returns the index of the quiz the user played last time. Than on mouse release, there's something like a switch case, where the player gets send to the next scene.

It works perfectly if I close the game and start it again. But when you finished the quiz and after the high score you head for the menu without reloading (there's a Button for that) the game index is loaded wrong from the database. As you see in the screenshot the index gets loaded every time you come to the menu(where this button lies). At this time, the index in the database is correct and if I call the .php-script via my browser it returns the correct index, too. So I wonder why the VisitURL Block still returns the old index(the one it loaded as I started the game, meanwhile it was overwritten in the database).

So it seems to me, like the answer from the .php script is saved and not correctly reloaded like it should.

Besides, am I right that the inner of the VisitUrl block gets processed after the response from the URL was received?

Appreciate help,

Ask a Question / Re: Confusion about the VisitURL block
« on: September 01, 2011, 01:56:37 am »
Yeah, this is also my alternative. But I want to give the player the possibility to go to the High Score from the menu, and when he hast to reload to get back he has to watch the intro again. So this would be a work around, but not a solution.

Maybe I post this issue to the Bug section, cause it seems to me it has nothing to do with my code.

Ask a Question / Re: Walking doesn't work.
« on: August 31, 2011, 08:04:06 am »
Was just kidding, sitting bored at work and want to go home. There's no deeper sense in it^^

Ask a Question / Re: Walking doesn't work.
« on: August 31, 2011, 07:40:38 am »
Ha! My Point ;)

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