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Messages - Taki Tanker

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1
You could do some creative use of the Tile API. You could check to see if there is a tile above him.

Forgive my ignorance but ??
What is Tile API ?? Where can I find it ??

2
Yeah, using regions would be quite a bit more complicated. There may be a way to make it work based only on tile-collision; as I said, I'm still rather new to Stencyl myself. But you'll have to find a way to turn gravity back on outside of your tile collision event. As it stands, gravity is only turned off when the player hits a tile, but it is also only turned on when the player hits a tile.

Sigh :(

I tried reading most of the palette and the events and i still did not find anything that can help me with this thing, anyway.
I'll guess i'll try to forget about all the sticky thing (wall, Ceiling), and start on making it just a jump and move  :-\ ..

thanks for your help Mr. Okk.   :)

3
I toyed around with it a little. The problem is that you're only re-enabling gravity on collision with a tile. Now, admittedly, I don't have a lot of experience with Stencyl yet, but I couldn't get this to work using tile collision. An alternative you might consider is creating a region just under all of your ceiling tiles, and do a check to see if the player is inside one of those regions.

Emm...

Ty, but i'll attach an image to see what I mean..
the problem is that my player needs to stick to ceiling and walls so, isn't there any way other than region ??? or else it will be a regain level, I need a region on every ceiling, every wall that the player can stick or climb to, its tooo much reagion for only one level..

don't u think that too..

I was hopping that there will b something that state if the player leaves a tile (wall or ceiling) then switch gravity back on for the player (or something like this)..

yet again,
ty u for trying to help me, its an honor.. :) 

4
Hey every one,

I was wondering, how can i make a player stick at the bottom of a tile( just like spider man ) ??
It worked fine with me using this code( image attached ) , but the problem is, how can i make him fall to the ground as soon as he leaves the bottom of the tile?? like when he reach the end of tile when moving along x-axis????
I can make him fall when i hit a button on the keyboard, but i want him to fall alone.
With my earlier code he will float at the bottom of the tile and can leave the tile floating in mid air.

Ps. the second If in the image attached, i don't know what its doing, i was surfing aimlessly trying to make the above so i added it.

Hope that anyone can tell me what's and how it used ( the 2nd If )

Thx in advanced.

5
Could u pls show us ur code ???

6
Resolved Questions / Re: Stencyl has reached 90% memory usage??
« on: January 14, 2014, 04:08:41 pm »
Damn ...

This means for the meanwhile I need to remove lots of big animated picture, after all it happened when I added those pic's ...

Thanks dude99999   :)

7
Try using :

Sound > Playback > Stop all sound and put it before switching to the next scene ..
In ur third Code When exiting the scene ..

Hope this will help :)

8
Resolved Questions / Stencyl has reached 90% memory usage?? [SOLVED]
« on: January 14, 2014, 02:48:12 pm »
hey every one..

I was wondering?
Is there a way to increase stencyl memory usage??

I've added some Pictures with large number of frame animation ( for my 1st boss  :'(  ), but sadly after I did that, every, almost 3 min's, the msg  Stencyl has reached 90% memory usage pops up, even tho I left the pic closed and working on behavior ( only this tab is open)..

Each time I had to restart stencyl, I even tried restarting my laptop, but the msg still exist after each 3min's from restrating stencyl   :-\  ..

Is this low memory thing is from my laptop low memory or from the way stencyl handle memory ?
Can I do something about it ?? (other than to delete my big images) :'(

Ps. My Laptop CPU is              : Intel Core i7
                     Ram is             : 4 Gig
                     Win7-64bit 

Thx in advanced.

9
Ask a Question / Re: Stencyl attributes: basic concepts & mechanics
« on: January 13, 2014, 04:48:05 pm »
mmm..

Lets  say that we want to create an attribute that store the time remaining before the player dies..
We'll call it TIME_REMAININg(attribute), TIME_REMAININg is a variable of type number that can store any number.

lets give it an initial number (a small programing is used here for explanation)
      
   TIME_REMAININg = 5      (initialization)
   Every 1 (second) do      (Loop)
   set TIME_REMAININg = TIME_REMAININg - 1

This way every 1 second the TIME_REMAININg is gona decreases by 1

   TIME_REMAINING = 4 after 1 sec
        TIME_REMAINING = 3 After 2 sec
              .
              .
        TIME_REMAINING = 0 after 5 sec
        TIME_REMAINING = -1 after 6 sec and so on.                 

Now in stencyl,
lets implement the above, kill the player after 5 sec (of course u need to make an attribute of type number and name it TIME_REMAININg)

1) When create
   Set TIME_REMAINING = 5

2) Do every 1 Sec
        If  TIME_REMAININg =0
              Kill self
    Otherwise
             set TIME_REMAININg = TIME_REMAININg - 1

This is a small use of an attribute as a Timer in game
PS. This behavior should b attached to the player.

I hope this will clear things out.

10
Ask a Question / Re: Aliens don't die!
« on: January 11, 2014, 12:38:29 pm »
Did u put an :
A behavior attached for the enemy ship When collide with bullets


 IF Hit point = 0
      kill self

It should b something like this (check the pic)

Ps. Don't forget that this behavior is attached to the enemy ship

11
Fixed Bugs (3.x) / Re: Missing Some section buttons from Block palette ??
« on: January 01, 2014, 06:00:22 pm »
You have to be editing a collision or drawing type event to see those blocks. Putting them into any other sections will cause errors so they are hidden to prevent that.

Thank u soo much..

I can see what u mean, some times my mind freezes in doing a complete program in one block..
So i forget that i should use another event and so..

Thx again.

12
Hey every one,

Emm..
I don't know how to start, anyway..

When I was creating an actor behavior (when updating), cuz i wanted to put the movement and the jump in it( Left, Right, and jump), I wanted to make the Behavior alone without using the built in library behavior from stencyl.

I was trying to use the collision Button from the section button from block palette and I did not find it..
When i create a new behavior i see it (collision and drawing buttons) but as soon as i add any event in that behavior( especially the when updating behavior)  i found out that the collision and the drawing is missing ...

Is the appearing and disappearing is related to a specific event ?????

NOTE:
 Here are the picture before I added an event, and after i added the event.

Emmm, is this a bug ???? or am i doing something wrong ?????

Thx every one.

13
Resolved Questions / Re: Pause Problem !!! [SOLVED]
« on: December 28, 2013, 01:30:21 pm »
Haha... I happened to check up on the forums shortly after you posted. :o

Anyway, go to "Flow >> Debug" and that's where you can find the blocks to enable Flixel hotkeys. With those enabled, you can use "P" to pause.

Hmmmm..
I did what u said but I could not find anything in debug, is it available in Stencyl 2.2 ???
I attached the Flow_Debug.Png, those are the only setting available to me.

Anyway,
The first option works perfectly, am gona stick to it for the time being..

Ty ssooooo much.

14
Resolved Questions / Re: Pause Problem !!! [Solved]
« on: December 28, 2013, 01:07:24 pm »
I used ur second option and yes it worked perfectly  :) .

But I was wondering, could u pls explain a bit more about the first option (use the Flixel hotkeys )?
Is it a function ??? where can I find it Or how do I implement it ???

Thx for ur trouble.

15
Resolved Questions / Re: Pause Problem !!!
« on: December 28, 2013, 12:44:50 pm »
Timed events are not subjected to the same pausing scheme as other things. Newly created actors are also not paused by default.

You have two options: 1) use the Flixel hotkeys and the pause menu that activatess with that (pauses pretty much everything including timed events) or 2) insert a "if not paused" conditional INSIDE your timed events.


Wow man...

Sure ur fast ..
Are u terminator T1000 series ? only they can answer this fast   ;)

God bless u, am gona check on it and see ..
Thx again

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