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Messages - kabb

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1
Resolved Questions / Re: Enemy chase player?
« on: May 04, 2012, 02:55:49 pm »
It seems as though you have your target set to "Outside Baddy". Are you trying to have the Outside Baddy's chase the player? If so, the player should be set as the target.

So the code would be
Code: [Select]
For each actor of type: Player {
    set target to: the actor
}

2
Archives / Scale collision boxes
« on: May 02, 2012, 06:32:11 pm »
When editing an actors collision box, the box should scale for when you zoom out/in. It'd be helpful for working with very small/large actors.

It's not a huge problem, but it's annoying how large collision box appears when you zoom all the way in.

Edit: Could a mod move this to the mini suggestion thread? Didn't notice it originally, and this isn't much of a big suggestion.

3
Game Art / How long would it take to draw 50 or so melee weapons?
« on: October 28, 2011, 06:28:52 pm »
This would include animations for the weapons as well.

I'm asking this because I plan on hiring an artist later on when my game is closer to being complete, and I want to know if 50 weapons would be completely unreasonable. I'm not an artist so I have no idea what the difficulty and time per weapon would be. If it would be unreasonable, I'd want to reduce the number of types of weapons now before I actually code them all in.

They would be basic, pixel weapons, two dimensional. Something like this, only animated. The style could be different, but the general idea is to be pixelated.

Sorry if this is in the wrong forum section, I didn't really know whether this should be put in questions or art.

4
Cool, putting each frame as an animation works well, albeit a bit clunky. Thanks.

5
Is there any work a round to doing it, then? I'd rather have a moving collision area as the sword is swung, instead of the half circle I've been using that is created as soon as the sword is swung and hits enemies before the actual sword reaches them.

6
Is there any way to change the collision shape of each frame of an animation? I have a sword animation, and I want the collision to change depending on the position of the sword.

7
Resolved Questions / Re: snap to grid?
« on: October 27, 2011, 04:15:47 pm »
Yeah, you can view the grid by pressing the grid button in the top right hand corner of the scene.

To snap actors to it, hold shift.

8
Ask a Question / Creating "regions" inside of actors?
« on: October 24, 2011, 02:08:32 pm »
Is it possible to create different regions inside of an actor? Such has that, if you were to click one part of a region, it would act different then if you were to click another part of it?

I know I can just create two actors, but I want to see if I can do it this way as I'd need to create lots of different actors with lots of variations to do what I'm trying to do.

9
Ask a Question / Re: I'm confused
« on: October 21, 2011, 02:45:32 pm »
Well, after lots of randomly removing pieces of code looking for the part that is causing the problem, I found it. The problem is in the PickUpPowerUp behavior. For whatever reason, when I pick up a power up, the menu is killed as well as the power up.

I removed the kill statement, but now I this useless sword lying around on the screen. Any suggestions on how to get rid of it without breaking the menu (and potentially other things as well)?

Here is the new code for the PickUpPowerUp behavior.

10
Resolved Questions / Re: Repeat Until Block
« on: October 21, 2011, 02:31:52 pm »
Ok, I put lots of print statements everywhere around, and realized that the repeat until statement was running, only it would only run once, then never again. I looked over the code and found out that the "Distance Calculated" attribute, once found out, wouldn't reset back to 0, so it would always be above distance (meaning the "repeat until" block would never run. I added a block that sets it back to 0 every frame, and fixed some faults in the math I did, and now the code is working!

Problem solved, thanks to everyone who helped :D

11
Resolved Questions / Re: Repeat Until Block
« on: October 20, 2011, 05:31:40 pm »
Oh yeah, I see what you mean by threading.

I can't get rid of the repeat until block and simply put the stuff inside as a direct child of always. I need the code inside the repeat until to run multiple times, with each run through incrementing x by 1, and then recording all of the created data from that change into two lists, a list of x coordinates, and a list of y coordinates.

Anyway, what seemed to be one of the problems was that x wasn't resetting to 0 every run through. I added a "set x to 0" block after the repeat until, and now the code inside repeat until seems to be working again. (kind of)

However, now the game is telling me all of the values in the repeat until block are equal to N/A, or 0...

Also, how to print statements work? I can't figure out where they print to...

Here is the new code.

12
Resolved Questions / Re: Repeat Until Block
« on: October 20, 2011, 03:06:13 pm »
@cole What are the print statements supposed to do? I tried using them, but I can't find any output.

This wouldn't cause a problem, as the difference is squared, meaning the number getting square rooted will always be positive.

@Alexin Could you explain what you mean by placing it directly in "always"? It's already in always, unless you mean something more specific...

Also, I don't know what single threaded means...I was using the calculating attribute to slow down lag,  although in hindsight, I don't see why I thought it would. Without the attribute though, it doesn't work anyway.

13
Resolved Questions / Repeat Until Block [SOLVED]
« on: October 19, 2011, 05:16:46 pm »
This is a bit long and complicated, but please read it. I could really use some help...

I have a code that detects the distance between the enemy and the player, finds out if the enemy is facing the player, and then (should) get the x,y coordinates that would be on an imaginary line drawn between the two actors. (the x,y coords would have x incrementing by 1 each turn around, and the y being slope multiplied by whatever x currently is. Each time x is incremented, the current x,y coordinates would be saved in a list)

However, I have a problem. The distance and slope are found out fine, but when the code gets to the part where the list of x,y coords is formed...nothing happens. At all.

I used a repeat until block that would end when the line has been "drawn" from the enemy to the player. In it, the coordinates are calculated. Every repetition, the attribute, "score" should be incremented by 1 every turn (I set the score to equal x). However, the score doesn't change, which leads me to believe the repeat until block isn't even repeating the first place.

To make sure the score was updating, I set the score to also be equal to the distance, as long as the repeat until block isn't activated. The score updates fine until the repeat until block is supposed to start, in which case the score simply stops updating all together until I restart the game.

Here's the code:

14
Ask a Question / Re: I'm confused
« on: October 19, 2011, 12:27:05 pm »
I didn't really bother creating a way to get rid of the menu yet. I was going to just simply kill it, but once I noticed this bug, I forgot to add it in.

There's not any other behaviors associated with either the menu or sword, as far as I'm aware.

What exactly is a recycled actor? I've never understood the concept...

15
Ask a Question / I'm confused
« on: October 18, 2011, 04:55:45 pm »
When I press the "Menu" button, a menu screen is supposed to come up at the coordinates of the actor, and the game pauses.  Very simple.

It works fine, except for when the actor has a sword, in which case only the game pauses, but the menu doesn't come up. I have no idea why this is happening, and I can't find any way as to where the sword and the menu are related.

Here are the codes for the menu and the sword. Help?

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