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Messages - henkass

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1
Extensions / Re: Gamepad SWF
« on: February 01, 2016, 03:06:03 pm »
Ok I used your stencyl project, and the extension was enabled, and I put the Game.swf in the html template, and then I created a test project on newgrounds, the program loads, it seems, but the controller does not work for some reason. Your test program works though, with the same controller. And I checked, the extension was loaded into the program and it had the create block just where it's supposed to be.

2
Extensions / Re: Gamepad SWF
« on: February 01, 2016, 04:27:16 am »
Hey I'm having some issues with this extension. It doesn't seem to work in the flash web player. How does it actually work? Do I use regular controller input after I've enabled it through the extension block? Do I have to run it with the html5? There's so much that's unclear. Otherwise it's great that you made this extension. And what do you mean when you say I have to use html template? And jQuery?
Also your stencyl projec uses an extension with a diffrent name, which completely ruins the point of having a stencyl project because all of the blocks are removed that's supposed to help you.
Sorry if I sound negative about this. Thanks in advance for an answer!

3
Ask a Question / Re: failed run on android
« on: January 07, 2016, 08:17:31 am »
Then i guess I don't know, sorry! Hope someone else can help you with this problem c:

4
Ask a Question / Re: failed run on android
« on: January 07, 2016, 07:01:19 am »
Have you installed the drivers neccecary to be able to send it to your phone? And have you turned on usb debugging on your phone? You can read more here if you haven't already: http://www.stencyl.com/help/view/setup-android

5
Ask a Question / Re: Boolean depending on collision with sensors
« on: January 07, 2016, 06:59:41 am »
Still doesn't work and I would need some help :)

6
Ask a Question / Re: Boolean depending on collision with sensors
« on: January 07, 2016, 05:19:37 am »
Oh man how do I make  a boolean inactive after it stopped hitting anything?

7
Ask a Question / Re: Boolean depending on collision with sensors
« on: January 06, 2016, 12:46:39 pm »
Ok, I have to go to bed because I'm too tired to work right now, so I'll get it done by tomorrow

8
Ask a Question / Re: Boolean depending on collision with sensors
« on: January 06, 2016, 12:14:51 pm »
Dude I'm gonna make an invisible actor and place it around the things that sets the boolean to false! Thanks a bunch! I'll set it to solved if it worked.

9
Ask a Question / Boolean depending on collision with sensors
« on: January 06, 2016, 11:33:08 am »
So I have this game where you change the collision and look of tiles by the press of a button. The tiles you see (most of them at least) on the screen is actually all actors that changes state depening on 1 global boolean. There are 2 kinds of blocks, type 0 and type 1 (cool name eh?) and if the boolean is false type 1 blocks will be tinted (by image and not code, since it is another animation in the block) and be a sensor instead of a solid tile block etc.
The problem i have is that I have a boolean that is true while the player is hitting a sensor of a tile, and it kind of works but there are some major flaws that I need some help with. As you can see the code makes [Inside Tile]=True while the character is hitting a sensor, and I tried to make it go away once you didn't hit a sensor, even when you don't hit the ground, which doesn't work. The character needs to be able to jump through a tile actor then the boolean [Inside Tile] needs to be false so that you can activate the block beneath you. This works fine when you're standing on the ground, I uploaded the flash file so that you can test it. The controls are left/right or A/D to walk and X/P to jump and then space to switch the blocks. Thanks in advance and sorry for making this so long :)

10
Resolved Questions / Re: Bitmap Fonts [SOLVED]
« on: January 05, 2016, 07:11:07 am »
Nice going with getting it solved. I'll be messing around with bitmap fonts this week as well, so if I encounter the same issue, at least I will know what to do :P
Great :)

11
Resolved Questions / Re: Bitmap Fonts [SOLVED]
« on: January 05, 2016, 05:08:03 am »
Bitmap fonts are failry new if im correct so maybe you had one of the early builds with that feature.

Just to make sure, didnt you forgot to change the font in the draw event? I once forgot that hehe...

Thanks for the sub!
No I'm sure that it was correct but the problem was that the picture got replaced and it removed my font image, which is very weird. Probably a bug that they fixed in the later version, because now it works. I didn't change the event and it worked after the update.

12
Resolved Questions / Re: Bitmap Fonts
« on: January 05, 2016, 04:40:46 am »
After the update it works... ._. Well well I just lost like an hour of precious time but it's solved. Great video by the way @TheindieStation I subbed you :)

13
Resolved Questions / Re: Bitmap Fonts
« on: January 05, 2016, 04:35:13 am »
I had another problem now, and apparently I did everything right but the text still never appears. The image I have loaded into my font seems to be replaced with another basic font which is very weird. I'll try updating my build because this might be a bug.

14
Resolved Questions / Re: Bitmap Fonts
« on: January 05, 2016, 04:19:17 am »
Man I'll look into it and hopefully it will solve it :) thanks for making that video TheIndieStation!

15
Resolved Questions / Bitmap Fonts [SOLVED]
« on: January 05, 2016, 03:46:36 am »
Hey there! I tried to make a bitmap font using paint.net. I made it a png with all the letters and numbers and then i added the image in stencyl to make a font. Then I added all the letters to be at right place and fixed the spacing, space width and line height. All the letters show up to the right but when I try out the text in-game, it doesn't work. Anything that I might've missed or completely forgetting or am I doing it all wrong? The letters are between 1-5 pixels wide and 5 pixels in height, with a 1 pixel spacing and a 2 pixel spacw width
Oh and I'm only using the white letters now and I'm gonna make another font later where I can use the black ones instead.

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