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Messages - Cyvern

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1
If the IS pushing your actor, then you could make a behavior that detect if the top was hit (by a tile) and the bottom was hit as well, then you die.

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Resolved Questions / Re: Help: Actor On Screen Detection Too Sensitive
« on: April 01, 2012, 06:56:11 pm »
You could use the "offscreen boundaries" block, just put positive numbers in those blanks on the block and attach it to your player. That should work. Just keep trying and testing different numbers until it suits your liking.

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Resolved Questions / Re: Shooting Towards Mouse
« on: March 10, 2012, 01:10:24 pm »
Wow, it worked, what coleislazy said. It's perfect now. Thanks coleislazy, and Abigayl too!

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Resolved Questions / Re: Shooting Towards Mouse
« on: March 10, 2012, 06:31:28 am »
That's not the problem, as I made a collision group ahead of time and it does not collide with itself or the player.

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Resolved Questions / Shooting Towards Mouse [SOLVED]
« on: March 09, 2012, 05:49:12 pm »
Before you ask, yes, I have followed Abigayl's tutorial to the dot. But I've run into a pretty major error. I have attached photos of the spawning bullets behavior, and the actual motion of the bullets. The eroor is that the bullets only shoot upwards. They don't shoot towards the actual mouse. Any one have an idea on how to fix this?

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Ask a Question / Re: I cant open my game it just keeps saying its opening
« on: February 24, 2012, 02:33:04 pm »
I just wanted to bump this o661 is my friend, and needs to solve this situation quickly.

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Ask a Question / Re: How do i measure frame rate of game
« on: February 19, 2012, 10:40:55 am »
Escape key while your game is playing. Higher the better.

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Resolved Questions / Re: Gradual Depletion
« on: February 16, 2012, 07:05:12 pm »
"When created" is called once and only once - on creation. That is, the "if" block will only be checked when the actor is first created, and never again afterward.

Move the "if" inside the "do every 1 second" bracket rather than vice versa. Then it will execute the check and run the code once every second.

Also, the reason it depletes so fast under "Always" is because code there is executed every single frame.

Ah, now it works, under the 'when created' block. Thanks man. :)

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Resolved Questions / Gradual Depletion [SOLVED]
« on: February 16, 2012, 06:56:02 pm »
Hello, me again, with another question.

I have provided an image of my behavior, and I would think it would function perfectly. But it does not. In the 'when created' blok, it doesn't decrease at all, my energy. In the 'always' block, it decreases WAY too fast. I want my character to lose energy every second it's moving, and not move when it hits zero. I got the no motion when it's zero part and everything else, but a solution to the bugs above eludes me. Any clue how to fix it?

10
Ask a Question / Re: Moving a StencylWorks game to another computer
« on: February 04, 2012, 06:26:33 pm »
What I did is put StencylWorks and all of its executable files on my flash drive, it takes up little space, and I can work on my games at any computer.

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Ask a Question / Re: Spawning Actors in Multiple Locations
« on: February 04, 2012, 01:16:23 pm »
I'm confused why your first behavior isn't working. Each actor should have its own "copy" of that behavior running and spawn on themselves. It should work.

Just to be clear, you attached that behavior to the actor type, then created multiple copies of the exact same actor type in your scene, but only one of them actually spawns anything?

Yes, that's the problem exactly. However, one pipe will spawn a quantity of actors based on how many pipes are in the scene. For example, I place 3 pipes, and one pipe spawns three actors at the same time.

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Ask a Question / Re: Spawning Actors in Multiple Locations
« on: February 04, 2012, 11:30:38 am »
OK, I hope it's not against regulation to post three times,(I bet it is though) but I have been trying all morning with this behavior, and if I can get this one last behavior done, I'll need no more help with this game. So please, can someone help me?

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Ask a Question / Re: Spawning Actors in Multiple Locations
« on: February 04, 2012, 10:11:38 am »
OK, I found a slight solution, but it does something odd. You can see the behavior in the imgae below. RBS is RedBombSpawn, my spawning actor. RedBlaz is my bomb. This behavior could work with multiple pipes but. . . it will spawn the three bombs in the pipe that was put down last. How do I make it to where those three bombs spawn in each pipe?

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Ask a Question / Spawning Actors in Multiple Locations
« on: February 04, 2012, 09:06:12 am »
Wow, I ask a lot of questions.

Anyway, my next (and hopefully final) question is how to spawn a certain actor every x seconds in multiple, set locations. I know how to get it to spawn routinely, and at one/random location, but how do you do it in multiple, set locations. An example from my game is say I have a spawning pipe. I want a bomb character to spawn at it's X and Y coordinates every 5 seconds. So I make a simple behavior, shown in the image below, and it works with ONE pipe. However, if I add multiple pipes, it only spawns at one pipe, and the other pipes remain lifeless. How do I fix this?

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Resolved Questions / Re: Sensor Scenario
« on: February 02, 2012, 06:07:32 pm »
OK, wow, thanks guys, it works perfectly now. Man, you guys are lifesavers, I've been racking at my brain for days with this. Thanks a lot guys. What a grreat community this is.  :D

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