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Messages - Neller

Pages: 1
1
Old Bugs (3.x) / Re: Unable to open actor
« on: March 26, 2014, 07:34:32 am »
I just had a similar problem and the reason mine stopped opening was because I had a '%' in one of my game attributes.

If you check for anything like that it might fix it, or of course it might not even be that.

2
Brilliant, works perfect :)

Thanks a lot Jon, much appreciated.

3
Resolved Questions / Re: Cant open Actors
« on: March 22, 2014, 11:38:09 am »
Thanks here are the logs

4
Resolved Questions / Re: Cant open Actors
« on: March 21, 2014, 07:07:44 pm »
it says this...

[LOG] Frame was maximized
[LOG] Loading Closed Resource: Gold
[LOG] Picked Atlas ID: 0
[LOG] Selected: 1 [X,Y: 0, 0 ]
[ERR] java.lang.RuntimeException: java.lang.StringIndexOutOfBoundsException: String index out of range: 1
[ERR] java.lang.RuntimeException: java.lang.StringIndexOutOfBoundsException: String index out of range: 1
[LOG] Unexpected problem on thread AWT-EventQueue-0: java.lang.StringIndexOutOfBoundsException: String index out of range: 1

5
Hi,

I have been using Stencyl for a while without any problems (including 3.0 lately) , however today when I carried on working on my game I can't open ANY of my actors, I just get the 'Opening...' but it NEVER opens.

I have attached a screen shot of the issue.

I have tried closing and opening the game and didnt work, I have tried opening actors in my other games (they opened fine), just seems to be this 1 game.

I have even tried reinstalling Stencyl / rebooting my computer and everything I could think off.

I can compile and run my game still just fine, I just cant open ANY of my actors.

6
Could you do a tutorial on a 'boulderdash' type system were if 2 or more boulders are stacked on top of each other and there is nothing to the side they fall into the next column?

I have tried various ways to do this but none seem to work perfectly.

Thanks

7
Ask a Question / Re: Fall if 2 are stacked (like Boulderdash)
« on: May 08, 2013, 04:13:27 am »
Really the only way I see to reliably get this to work is just to check if there's a free space in a valid "fall to" position and then use it. If everything is on a grid and you strictly control the movement, you could save positions with values in a 2d array to ease the problem.

Thanks I will give that a try

8
Ask a Question / Re: Fall if 2 are stacked (like Boulderdash)
« on: May 08, 2013, 04:13:04 am »
Set can rotate to true and play with angular mass, bouncing, and dampening.

Yeah I tried all sorts like that, none worked though and there is still the problem of the boulders stacking if they are inline with each other

9
Ask a Question / Re: Fall if 2 are stacked (like Boulderdash)
« on: May 06, 2013, 02:43:50 pm »
Thanks, I did try that but if they are on top of each other (like exactly) they don't fall.

Plus that would also make it fall if there was 1 to the left right? like this for example..

0
00

The top boulder would still try rolling, when I want it to stay, it would only fall if none were there

0 - fall
0

thanks for the help :)

10
Ask a Question / Fall if 2 are stacked (like Boulderdash)
« on: May 05, 2013, 04:25:41 pm »
Hi,

Does anybody know a way to implement a boulderdash type actors using stencyl?

Here is an example I just quickly did - http://screencast.com/t/fM95UEDVAJP

So basically when there isnt any tiles to the side of boulders (that are stacked 2 or more) they fall to the side.

thanks,
Alan

11
Resolved Questions / Re: Maths Help
« on: April 29, 2013, 01:14:38 am »
Sorted :)

Not sure if its the best way but used the following..

 - 60 being the time allowed for the level
 - 400 the bar length
 - 0.2 the seconds before each loop

400 / 60 / 0.2

thanks

12
Resolved Questions / Maths Help (closed)
« on: April 29, 2013, 12:20:42 am »
Hi,

I have a timer bar that is 400px in length and I want it to go down gradually during the level.
   
I have no issues coding the bar and the loop, however I need help with the maths that will do this for me.
   
Lets say 1 level they have 90 seconds to complete it and then on another level they only have 60 seconds.
   
I need a sum to use on the bar in the loop so the 400px goes down the right amount of pixels each time.
   
Lets say for example the bar is updated every 0.2 seconds, on the 90 second level the bar would need to go down less pixels than the 60 second level
   
I'm not great at explaining things so I hope this makes sense :)

Thanks,
Alan

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