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Messages - noxtudios

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Not knowing how your have coded it, i would imagine you need to create an actor behaviour, and then set the animation in there..

It seems you need to understand how actors and attributes work first.

You can only assign an animation to an actor when it is in an actor behaviour (self) or if you have assigned an actor to an actor attribute. (or a last created actor)

Yes, each animation will have its own collision

if you don't have both on screen at once, you could create 2 animations, and then just switch animation to show the other character.

Ask a Question / Re: Jump Limit
« on: July 02, 2016, 01:53:17 pm »
you need to add in a collision check..
If collision is true allow the jump

So, setup a collision group between the player and the tiles (thats probably already there)
On Collision between player and tiles, set a collision bool to true
in an always event set the collision bool to false

If Collision Bool is true, allow the jump key

Ask a Question / Re: Spawn Bullets in Correct Location
« on: July 02, 2016, 04:45:29 am »
if the actor is small, sometimes just extending the bullet actor size with alpha, making it the same size as the main actor, creating the bullet actor at the same location of the main actor then rotating the bullet to the same angle of the main actor is sometimes easier.. :)

Ask a Question / Re: Spawn Bullets in Correct Location
« on: July 01, 2016, 01:42:48 pm »
Something like this?,48184.msg267217.html#msg267217

It calculates the edge of the actor (circle) based on the direction in degrees, using the radius from the centre of the main actor

Thats the same issue i have had..

I have it on certain actors and backgrounds. Although i have noticed it is better if the size of the background or actor is increased with some alpha along the edge (for actors) or sized exactly divisible by the number of tiles / scale, If using 4 x scale make sure the width of the background is divisible by 4

But those dont always work.

I find that scaling causes issues with certain size actors or repeating backgrounds to have an edge to them..

Its very annoying, could you possibly provide a partial screenshot so i can compare to my issue?

you could use the tween blocks under actor, move to location using the above calculations

Slide actor to X / Y etc

use the screen width and height blocks and actor width / height

Actor x   = (Screen width - Actor width) / 2
Actor Y = (Screen Height - Actor Height) / 2

Resolved Questions / Re: autopause (flash) game when loosing focus
« on: June 27, 2016, 08:51:14 am »
use the lost focus event

Event -> Input -> Focus

This should detect if the window is active, and if not run the code
Then you can have a gain focus event to unpause.. I believe that should work even in a browser

Ask a Question / Re: Problem with creating frames
« on: June 23, 2016, 07:35:58 am »
I don't believe MS paint does transparency.

I personally use GIMP ( , as you can add in transparent layers. then export.

Ask a Question / Re: How to make a half ellipse path?
« on: June 23, 2016, 07:15:58 am »
You could set the origin point to be centre right and then rotate it up and down a set number of degrees..

or I think this may work.. it will place the Actor you want on a curve using the radius and degree of angle, using a centre of X and Y

X Start + Cos(Direction(Degrees) x Radius
Y Start + Sin(Direction(Degrees) x Radius

Then just set a max and min Direction in degrees and you should have it moving along a half circle path

Ask a Question / Re: How to fix a loop of an event?
« on: June 23, 2016, 02:14:33 am »
How is the actor killed? Can you show the code for damage?

(If i understand your problem correctly)
I have generally found that, when code is running on more than one actor(and it shouldnt), this normally because of how the actor was created..
And what Actor Attribute it was assigned to.

I believe this is a bug, but to get round the issue, when creating actors and assigning them to actor attributes, you need to clear the actor attribute on death to make sure there is no link to other actors.
Stencyl Actor attributes seem to link to other actors once they have been killed, if the attribute is not cleared.. That may be the case.

Ask a Question / Re: Timing for spawning random actors
« on: June 21, 2016, 04:56:50 pm »
if you want a timed event, don't put it in the always section..

It would be better if you created an actor when one was killed, so you could put it in a when actor killed event, then you would get a steady flow of cars when one is killed

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