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Messages - pixelhunter

Pages: 1
1
Completed / Re: Pre-Ship (Bundle) all the most important behaviors
« on: December 15, 2013, 12:20:15 pm »
Suggested behavior:

Point, Click, and move actor to where you clicked. Definitely something that every budding adventure gamer needs!

PS: If anyone knows how to do this...I'm all ears! I've been struggling with it for days.

2
Sorry... I'm way late to the discussion! But I wondered if you might share the successful solution that you found for this? I'm trying to implement point-click-move mechanic as well, and I am stuck on the same problem that you mentioned - my character moves upon clicking, but not towards where I clicked - he moves towards the bottom right of the screen. How did you fix that?

3
Got it to work! Many thanks. I used the structure you suggested in a "When Drawing" block, and it creates only one new actor.

4
My current setup:

You click Actor A to set a number attribute, Display, to 10.

If Display = 10,
Create [new Actor B] at x:50 y:50 at Front.

Once Display is set to 10, it starts creating infinite new Actor Bs. How can i make it create just 1?

5
Ask a Question / Re: Animation resolutions all over the place
« on: March 14, 2013, 02:36:05 pm »
success

I reduced the length of my animation, took out every other frame, and made sure to set each to import as 1x, and now it works fine. The animation is choppier, but I kind of like the effect for the context of my game.

thanks for the help!

6
Ask a Question / Re: Animation resolutions all over the place
« on: March 14, 2013, 02:30:03 pm »
Oh, I see. I am talking about importing something like 20 or 30 frames for a longer animation sequence.

Should I just shorten my animations?

7
Ask a Question / Re: Animation resolutions all over the place
« on: March 14, 2013, 02:12:43 pm »
That fixes the first problem. But how can you do that when you're adding multiple images? The option is no longer available, it seems.

8
Ask a Question / Animation resolutions all over the place
« on: March 14, 2013, 02:00:41 pm »
Screen size resolution is set to 394 x 700; scale is set to 1x.

Now when I add a new actor and set its default frame to an image that's 360 by 70, it shows up on the screen as half of its actual size. During import of the image, I selected 1x rather than 2x retina.

I checked the actor's properties in the Scene and it's set to 1.0 scale.

Sup with that? How do I get an image to be the same size in Stencyl as it is in Photoshop or After Effects?

Similar but slightly different issue:
When I add a new animation to the actor, and import a new set of images (although I use the FIRST in those set of images as the still frame of the actor), the animation is a different size from the still frame, even though they are obviously the same size in actuality.

9
Ok, I've managed to make it work!! yay
Thanks for the help.

I discovered a few things:
- The text that will be displayed, for some reason, had to be entered in the Actor -> Behaviors menu, where I filled in the boxes for Temp1 and Temp2, as opposed to in the Behavior Editing menu itself. So where formerly I had:
Set game attribute "Temp1" [text attribute] to "Hello!"
It now says:
Set game attribute "Temp1" [text attribute] to [blank]

-Secondly, I figured out that I had to put the "Set current font to ..." command in the same "When drawing" as "Draw text at...".

Also, you have to save and re-open the actor tab to get the new behavior addition options to show up in the menu.

Now the only real issue I'm encountering is that the Scene display isn't accurately portraying what is displayed when I test the scene. But that's another issue entirely.

gruffman, your method sounds pretty simple as well so i might give that a try. thanks!


10
Thanks Tuo! This is very helpful and I think I'm almost there. Thanks for your patience in dealing with a total amateur! :)
Here is what I have so far for my behavior, which I've applied to a .png text box actor.

When Created
:
set game attribute "Display" to 0

When drawing:

set current font to "Default"

when mouse is pressed on Self:
increment Display by 1

When drawing:
if "Display" = 0,
Set game attribute "Temp1" [text attribute] to "Hello!"
draw text "Temp1" [text attribute] at x: 50, y: 50
Otherwise if "Display" = 1
Set game attribute "Temp2" to "Welcome!"
draw text "Temp2" at x: 50, y: 50

Yet, I'm not getting any text to appear on the text box actor. What am I missing?

11
So, I've already got the dialogue for my game written, and the mechanics are entirely planned out. The tutorials on here are great, but I am looking to do something very specific which also does not seem very complicated, and yet I can't figure out how to do it.

The game is essentially a somewhat text-heavy "art game" (player interaction is basic at most) and the core of the gameplay is just clicking to advance through text. Basically, when the game begins, I want a line of text to appear in a shaded box at the top of the screen. The player can then click, advancing to the next line of text, and removing the previous line of text, in a fashion similar to the recent game, Inner Vision (http://sunil-rao.com/wp-content/uploads/Inner-Vision.swf).

What are the best behaviours/methods to accomplish this mechanic?

Thanks in advance!

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