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Topics - miketv

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Ask a Question / Actor Behavior or Scene Behavior?
« on: January 17, 2014, 12:45:10 pm »

Ask a Question / Stencyl attributes: basic concepts & mechanics
« on: January 13, 2014, 03:17:03 pm »
Could one of the more experienced users write a tutorial that covers the basics of attributes?
I understand the concept behind attributes, but I don't know how to make them work.

Like, if I create a number attribute called cannonLength, how can I use my new blue tag to actually mean "this is the length of the cannon" (as opposed to meaning "this is the speed of the projectile", or "this is the amount of projectiles fired", etc.)?

Ask a Question / "topdown turret"
« on: January 10, 2014, 10:42:13 pm »
I'm trying to set up a mortar-launcher-type thing, & I'm wondering: how can I get my bullet to spawn at the end of my barrel?

Here's the setup:
I have a PLAYER (my turret) with an origin point set at Left-Center. When I hit the UP key, it rotates the barrel 5degrees clockwise, & when I hit the DOWN key it rotates the barrel 5degrees the end of the barrel is swinging up & down on the right side of the turret, basically.
When I hit the Right key, it creates & launches an ACTOR (my bullet) from the center of the turret....but that's not what I need. How do I offset the bullet so it comes from the end of the barrel & goes in the direction the barrel is pointing?

I've seen tutorials on how to do this with a mouse (like the Balloons example), but I can't find any info on how to do it when the barrel's angle is set by the keyboard. Any help is appreciated.

Ask a Question / is there a better collision limiter?
« on: September 02, 2012, 11:08:34 pm »
Is there a better way to prevent multiple collections? The "timer" method mentioned in a few threads (preventing collisions until after x seconds) just isn't cutting it for this game.

As my character (Gary) moves through the level at various speeds, collectible actors are randomly spawned & they all have different effects on Gary. Even though Gary is set up to kill the last collided actor, sometimes the collision will be detected multiple times instead of just once...which causes obvious problems. ( I have counters on the HUD to keep track of the collisions, & I've actually seen it rack up more than 20 hits on one collision, just because of the low speed he was traveling at the time)

So I added the timer. I can set the timer so Gary can't collide again until x amount of time has passed, but there's no guarantee that he won't encounter another one of those collectibles in that time.....which could be a total ripoff to the player. He could go right through a much-needed collectible without detection just because enough time hasn't passed.

Is there a better way to make 1 collision = 1 collision?

Chit-Chat / dream of electric sheep
« on: August 08, 2012, 10:30:14 am »
I'm pretty much a total noob to all this, but I have some lofty aspirations for my game. There's sooooo much I have to learn. Not only do I need to understand the programming language, but I need to understand how all the elements of my game work together. So I've put a few weeks aside where I'm intently focusing on the game, & nothing but the game.
Result: I've begun to dream in code.

I usually go to bed right after working on the game (right after that weird pop in my brain tells me I've had too much), & I'll lay there thinking about what I've learned & what I still need to do. And all night my dreams are filled with green, yellow, blue, purple & red blocks, trying out rulesets & code structures, dreaming the results. Sometimes I even wake up with a solution to last night's problem.

Has anybody else experienced this?

Ask a Question / how to setup an onscreen speedometer?
« on: August 08, 2012, 09:54:28 am »
I've been tinkering with it, & so far I've been able to come up with a timer by creating 2 Scene Behaviors (called "Timer" & "Draw Timer") and creating a new Game Attribute ("Time"), but I can't figure out how to get the actor's actual current speed (in pixels per second). Any help?

Old Bugs (1.x/2.x) / swf loads, window never pops up
« on: August 07, 2012, 03:00:46 pm »
anybody else getting this problem when they hit the Test Scene or Test Game buttons? :(

Ask a Question / possible to evolve a player's mass?
« on: August 06, 2012, 11:37:59 am »
I'd like to give my character the ability to upgrade his mass.

Here's the situation: my character will be encountering obstacles that can either a)stop him, b)slow him down, or c) be destroyed by him, all depending on how much mass my character has vs. how much mass the obstacles have.
The mass can be changed in 2 ways: either through purchasing upgrades in a store, or through collecting powerups in the scene.

Is there a way to do this, or is the mass set in stone?

(side question: does speed increase an object's mass in Stencyl like it does in regular physics?)

Ask a Question / simple jump code, but how to limit it?
« on: August 03, 2012, 10:21:46 am »
I have a simple jump code set up as follows:

when Up is pressed
push Last Created Actor sharply toward 270 degrees at 50 force

It works, but I want to disable double-jumping and limit the number of possible jumps to 1 (until the actor has collected a pellet that allows him to jump again).
I'm working on the pellet collection code right now. In the meantime, are there simple codes to help me with these 2 issues?

How can I make my main actor "store" the power pellets he collides with?

I have some power pellets working already....when the actor collides with them, they cause him to immediately speed up in the direction he's going.
But instead of using the pellets immediately, I'd like to store them in some sort of onscreen box so the user can activate them via keystroke. (Like a reserve fuel booster kind of thing.)

And I have no idea how to do this. Any advice?

Resolved Questions / can I use a bullet to switch scenes?
« on: July 24, 2012, 02:44:03 pm »
Is is possible to switch scenes when a bullet enters a region?
I can use the Switch Scene behavior, but when I hit "apply to scene" there's no instance of my bullet to click there's nothing to attach the behavior to.
Any advice?

(also, I appear to have posted this in the wrong place...I meant to put it in Ask A Question)

Total noob here, I have a game I want to make and Stencyl appears to be the easiest way to do it.
I want to make a launch game, like Luis Launch, Hedgehog Launch, or Burrito Bison (or any of the other upgrade games where you launch your character to see how far & high he can go.)

My question is: is a launcher game basically an actor with jump behaviors colliding with spawned actors?

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