Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - playtheHnote

Pages: 1 2 3 ... 27
Ask a Question / Re: Camera follow feels laggy
« on: October 03, 2015, 07:42:41 pm »
If it does turn out to be a collision problem you may try adding a circle collider to the actor's feet and moving any box colliders up a bit so that the circle can move over terrain more easily. (Just a thought)

Shared Resources / Bullet Manager Now Available At StencylForge!!!
« on: October 03, 2015, 04:22:30 am »
Hey all! I have put together a bullet manager behavior to help you guys perform tasks such as fire bullets at mouse position and fire bullets at actors. the bullets can be rotated and you can also choose to destroy them at their destination as well!

This Behavior Is Called: Bullet Manager.  Search it on the forge!

Below Are a couple Screen Shots. The first details available custom blocks and the second shows the inside of the behavior.
Good Luck and Have Fun

Ask a Question / Re: Shoot At Mouse ?
« on: October 03, 2015, 04:14:11 am »
I have just added a behavior for this to the forge.

Go to the forge under behaviors and search: Bullet Manager.
It should have my logo.
Here are a couple screen shots of it:

Ask a Question / Re: Shoot At Mouse ?
« on: October 02, 2015, 02:37:11 pm »
if your scene is larger than the screen you may try accounting for camera pos like this:

Ask a Question / Re: Shoot At Mouse ?
« on: October 02, 2015, 02:29:34 pm »
Here this should work better :)

Ask a Question / Re: Shoot At Mouse ?
« on: October 02, 2015, 02:21:35 pm »
Try This....
x center of actor and y center of actor should be your "Good Guy Ship" and the velocity block should be referencing the bullet

(and actually I have that wrong give me a sec to get a better example)

Hey again I'm working on Sound King 2 and am going to incorporate "Scene Playlists" however, I would also like to be able to allow the user to retrieve playlists from other scenes. But, if a scene has not opened; the playlist data for that scene wont be added to the database. So can I have one scene grab all of the default data from another scene's public "Sound King 2" variables / attributes?

and if so, is there a code that lists all scene names? (so I can loop through it and check for Sound King 2 and get the info)

thanks in advance for your time and input.

Just trying to set position for sound channels. I'm willing to do some coding but need to know where to look for the info that I need.


Ask a Question / Re: Please!!!!! Help with Camera Follow behavior issues
« on: September 27, 2015, 09:25:25 am »
You could try to make your own like this and see if that helps.

I'm assuming this is a platformer. Most would create a bool set to true when you hit the ground and false right after you jump then use that bool to determine if you are on the ground also you can use if(ySpeed of actor < 0) bool = false (***As if you are falling***) and there are a few other ways to do it as well.

Hope this helps

Ask a Question / Re: How To Create A Custom Class In Haxe?
« on: September 27, 2015, 08:41:11 am »
That makes sense thanks again

Ask a Question / Re: How To Create A Custom Class In Haxe?
« on: September 27, 2015, 03:32:38 am »
Awesome Thanks, man! So the rest of my code would be fine otherwise?

Ask a Question / How To Create A Custom Class In Haxe?
« on: September 27, 2015, 02:12:48 am »
As you can see by the silly coding image below I'm obviously used to coding in C# but how would I do this In Haxe???

After taking a break and restarting stencyl the problem seems to have resolved itself >.> Random glitch I guess. It may be a while before Sound King 2 is out however SK1 is still available on the forge!
See:,35672.0.html  for more info about what SK is and how it works!

Ask a Question / Im Having an odd problem with this map can anyone explain?
« on: September 26, 2015, 07:43:56 pm »
Okay so this is for sound king 2 (I am building it to use maps instead of lists like the old version for faster data retrieval and less resource usage while searching for info.) The play sound function is supposed to stop itself and display a log error if you try to go over the 32 channels allocated by Stencyl. However it only works when I'm printing the map length at the end of play sound. (I suspect that the map is not compiling correctly without the print at the end.) But why??? Below I have marked the function in question with a red box (toward the bottom) Thanks.

Pages: 1 2 3 ... 27