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Messages - Northfield82

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Ask a Question / Re: Is making a game like this possible?
« on: January 06, 2015, 01:02:58 am »
Thanks Sdieters,  I'm hoping to just have one stage like that in the game I'm currently building.  But yes, I'm new to this so maybe I'll leave it til last!


Ask a Question / Sometimes Enemy Actors go Invincible...sometimes
« on: January 06, 2015, 12:55:48 am »
I have a bit of a problem where ,my enemy actors (knights) seems to go invincible, it tends to only be 1 or 2 and is random in which one(s) it happens to.

The enemy actors have 3 Health Points, with 1 getting deducted each time they are hit.

I have a flag / block which for .2 secs makes them invincible for a short period after the first hit to stop all the health points being decimated instantly.

Any ideas why this could be happening?


Ask a Question / Re: Is making a game like this possible?
« on: January 05, 2015, 05:10:33 am »
bump (is that allowed?!)

Ask a Question / Re: Player not shooting diagonals (apart from down-left)
« on: January 04, 2015, 07:46:25 am »
hmm... guess i'll have to find another solution.


Ask a Question / Player not shooting diagonals (apart from down-left)
« on: January 04, 2015, 07:16:01 am »
For some reason my player actor will not shoot diagonals, apart from down left.

Any ideas?

Ask a Question / Is making a game like this possible?
« on: January 03, 2015, 02:29:16 pm »
An old c64 favourite of mine!

Just wondering if it would be possible to make with Stencyl, and what would be the best way to go about it?

The skater stays central to the screen and it's almost as if you're actually controlling the road rather than the player (apart from when you make him jump or pick up a coke)


So it's not enabled for every Enemy Knight on screen, only one, as I have the others set to other paths, wander for instance.

That'll be why it appears as working, as for the knight that's actually assigned to 'follow target' that attribute exists, but for the other 2 enemy knights on screen that are assigned to other motion behaviours it doesn't exist... could that be right?

So in that case I need to somehow share the Direction attribute from the knight it does exist for with the other 2 knights who are on a different behaviour (as I want all of the to throw hammers in the direction of the main character regardless of what their motion is...)

Any ideas on how to do that?

Thanks again mate

So in my game I'm using Follow Target behaviour from Stencyl to get the Enemy Actor to chase my main character.  This behaviour is attached to my Knights.

I'm then retrieving the direction attribute of 'The Target' from the follow target behaviour to set the velocity and direction of which way the knights throw their hammers.

In the game this is working fine, but in the debug screen I'm getting this warning up:

 Level:     INFO
When:      2015-01-03 11:45:00

[Flash] com.stencyl.behavior.BehaviorManager#getAttribute(128): Warning: Behavior does not exist - Follow Target

Any ideas?

Ask a Question / Re: All actors being killed when one leaves screen
« on: January 03, 2015, 03:14:19 am »
I never knew that's what that draggable feature was for!!!

Thanks mate

Ask a Question / Re: All actors being killed when one leaves screen
« on: January 03, 2015, 02:06:05 am »
'Each Hammer' is just the name of the Actor Attribute used.  When the hammers are create by the enemy knights I have 'Set Each Hammer to Last Created Actor'. Is that correct up to there?

I don't see the 'Kill the actor' option, only 'last created actor', 'last collided actor', 'self' (which in this case would be the knight'

I'm still very new to stencyl, could you show me where that is?

Ask a Question / All actors being killed when one leaves screen
« on: January 03, 2015, 12:59:34 am »
I have the code set up so that when an actor (Enemy Hammer) leaves the screen, that actor is killed off and a flag is then used to tell the Knight actors they are ready to fire again.

My problem is when one Hammer leaves the screen and the 'Kill Enemy Actor' block is run, it is killing the on screen Hammers too.

How do I stop this from happening?


Ask a Question / Actor not being 'created' but only 'entering scene'?
« on: December 31, 2014, 11:20:12 am »
Is there a reason why an enemy actor wouldn't register 'when created' but does with 'when enters scene'?

Surely it has to be created before the scene starts?...I don't get it.

Ask a Question / The theory behind structuring health points?
« on: December 31, 2014, 04:46:34 am »
I am struggling with trying to implement a health points system for my enemy actors.

My issue is I don't know how to structure the code:  Do I code it under the Scene, Enemy Actor , Player Actor, or Players Weapon Actor?  Or do I spread it across a multiple, i.e , setting health points under Enemy Actor, detecting collision under Player Weapon, or set up a behaviour attached to the scene?

With the current set up, all enemy actors are sharing 2 health points.  They need to have 2 health points individually.

UPDATE: I tried the suggestions below but still having no luck

If someone could explain the theory behind getting this to work that would be much appreciated.


Resolved Questions / Re: Detecting Scene regions for Actors
« on: December 30, 2014, 11:28:04 am »
Thank you mate! That worked a treat! I never knew you could put blocks into anything other than white spaces!!

I've been banging my head off the desk for hours about this so a thousand thank you's!

Resolved Questions / Re: Detecting Scene regions for Actors
« on: December 30, 2014, 11:12:57 am »
Would you mind expanding on that please?

Do I:

1) Create region in Scene
2) Assign region to a new Region Attribute
3) Under Follow Target behaviour create a new region attribute, and Get the region from scene using  'get % from behaviour %' in this scene'
4) Create a detection circumstance which when triggers, activates the Follow Target behaviour

If that's correct, could you please direct me to the blocks I'd use?


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