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Messages - Gashking

Pages: 1 2 3 ... 8
1
Ask a Question / Re: RTS Unit Movement
« on: November 02, 2013, 11:32:59 pm »
How would i assign each unit separately? the way i have the select units now is by their group.

2
Ask a Question / RTS Unit Movement
« on: October 31, 2013, 12:40:49 am »
Hey Guys put together a quick Select units and move to click location for a RTS im making, problem i'm having is working out a way to have them bunch up in rows or beside each other instead of just bunching up on one spot.. i tried collision but they just push each other or it just looks funny, also tried stop movement on collision but then they end up getting stuck to each other and wont move anymore.. any ideas? i can post a example of what ive done if needed

3
Ask a Question / Re: Importing refuses to work..
« on: October 29, 2013, 08:52:09 pm »
nah man just tryina import a behavior.. just doesn't seem to wanna do anything when i import..

4
Ask a Question / Importing refuses to work..
« on: October 28, 2013, 10:47:54 pm »
Is there a bug with importing? its just not working for me.. I can't drag the png into stencyl or import it within stencyl.. it just doesn't do anything.. :/

5
Ask a Question / Re: the most simplest thing uuugh
« on: October 25, 2013, 08:16:21 pm »
derp. thank you

6
Ask a Question / the most simplest thing uuugh
« on: October 25, 2013, 08:01:02 pm »
Frustrating the hell outta me. cant get my head around this but its right there infront of me..

I'm making a world domination/risk clone sort of game.. all im trying to do atm is make it so..

ive only got 3 territories atm for getting the basics sorted but anyway, when one is pressed on i want to switch its animation to 'highlighted' and have it selected. if i press on another to deselect it and switch animation back to normal.

so.. problem is how am i going to have it detect that another territory has been selected? i'm assuming once 'selected' switch animation of every single other territory to normal and deselect them but then if i was to have like 20 territories that would be a pain and seems not needed.. surely theres a simpler way? o.O

7
Game Ideas / Re: Survival Pixelated!
« on: October 23, 2013, 05:57:18 pm »
thanks for your reply tho mate.. and yeh i believe i'm gonna scrap that idea for awhile...

8
Game Ideas / Re: Survival Pixelated!
« on: October 18, 2013, 05:57:37 pm »
bump, 35 views and not even the slightest reply? come on peeeople :(

9
Game Ideas / Survival Pixelated!
« on: October 18, 2013, 02:38:49 am »
No idea the name just yet this is all just ideas but you get the base from the subject name..

Several weeks now i've planned and written down a game thats from a few other games put together. Im sure it sounds 100x better to me since i've got it all planned in my head and its impossible to show you the potential that i see but ill give it a shot..

I've always been attracted to pixel iso graphics, especially detailed cities they look amazing! heres an attached example..

the possibilities are endless you could design whatever you like and throw it in there.. anyway back to the game idea..

A game i had recently become obsessed with is 'Rebuild' its a zombie survival game where you start off with 4 blocks of a city fenced in meanwhile the rest of the city is completely overrun with zombies and the helpless people stranded/left to die.. you scavenge for food, weapons, anything needed to survive and expand by capturing nearby houses/buildings.. level/equip your survivors and last as long as you can... i want to implement this idea with of course completely different combat/gameplay and maybe not even have it based on zombies but perhaps mutated beings or whatever.. but in PIXELS

I've barely started gameplay wise but have been at it designing buildings and 'graphics' for it for the past 3 weeks and am calling on you fellow stencylers for ideas and feedback on what you think of this game idea..

Also would be awesome if i could get a few people interested in pixels to perhaps help design and create buildings and maybe some sprites? i haven't even scratched the surface of what i want to feature and implement but im sure its best to stop dribbling on about just ideas until they are completed so if you're interested please post here or message me...

10
Ask a Question / Re: Odd problem with Actor
« on: September 14, 2013, 12:39:32 am »
Sorry what do you mean by that?

Ill give it another rewrite once i get the chance to get on

11
Ask a Question / Re: Odd problem with Actor
« on: September 13, 2013, 07:03:47 pm »
tried that doesnt work, might have to redo the code and use normal attributes within each actor.. any ideas?

12
Ask a Question / Odd problem with Actor
« on: September 13, 2013, 02:19:57 am »
hey guys, problem im having is kinda hard to explain..

heres a example of what's wrong ...
http://www.stencyl.com/game/play/21250

to select a target you hold shift + mouse click on target and it sets 2 game attributes
Select X, & and Select Y to x, y center of self and creates a selected box at x, y center..
the selected box has its own behavior to always stay at select x, y and kill self on deselect yadayada..

Its worked! awesome.. so i add in an extra enemy..

now the problem seems to be no matter what enemy i click on it always creates it at the same enemy..?

Heres the behavior for the enemy and the select box

13
Windows / Mac / Flash / HTML5 / Re: My Project! Updating Constantly
« on: September 08, 2013, 02:20:22 pm »
Thanks for ya input guys, yeah alot more work to go haha havent been able to get on, and with thwe controls what do you mean? Eventually im gonna have spells and attacks by typing words in the chat box below or assign words to hotkeys

14
News / Re: StencylForge is down for maintenance
« on: September 06, 2013, 10:19:34 pm »
Looks like i won't be doing any work to my project then since if i just normally save it, every single time it corrupts or shts itself and wont open.. i save on stencylforge to save it but guess i cant now.. sigh

15
Ask a Question / Re: Stencyl fails completely
« on: September 06, 2013, 10:18:09 pm »
hey this post was so old aha but thanks rob!

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