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Messages - HidetoKoudanshi

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1
Ask a Question / Why was text decided to be treated as art assets?
« on: November 11, 2021, 10:58:14 pm »
Can anyone on dev or who may know, explain why text was chosen to be treated as art assets? I know the 'Pedia says it's to make loading text faster or more consistent but that doesn't sit right with me. I'm trying to decide what size text I want on screen for my intended purpose and I'm having to go in and edit and re-edit the font size inside the font directly. It's nuts, honestly. Like the Stencyl devs are trying to actively discourage us from using too much text in our finished works. WHY?!

Stencyl, Y U do dis?

2
Ask a Question / Re: How to register single click to cause code to run?
« on: November 09, 2021, 03:25:48 am »
But I also need the number to permanently display to the left of the +1 actor button. What then?

3
Ask a Question / How to register single click to cause code to run?
« on: November 09, 2021, 01:43:42 am »
The below code is on a When Drawing event.

I'm trying to make it so when you click my +1 actor button, it runs the code (Checks to see if capsules exists and if not, sets capsules to 1. Otherwise if capsules exists, set capsules to current-value-of-capsules +1.) When I set it to Mouse Was Pressed On Self, nothing happens. The number doesn't show at all. If I set it to Mouse Is Down On, the number shows and runs up the count for as long as I click and hold the actor. I just need to register a single click to cause a single +1 to be added to the value of capsules. What am I doing wrong?

4
Ask a Question / Re: Drawing Text - How to specify when to draw?
« on: October 31, 2021, 10:24:51 pm »
Thanks for your reply. I'll do my best with it. I appreciate the time and effort you spent. :)

5
Ask a Question / Re: Drawing Text - How to specify when to draw?
« on: October 31, 2021, 07:20:38 am »
I really appreciate your information and I watched the video but it went by so quickly that I wasn't really able to pick up on it.

I don't understand the custom attribute you had to build to trigger the When Drawing block. And what if I want multiple When Drawing blocks that have different text? How do I make sure to call only the one I need for the input method or actor state that I'm using?

I'm trying to make it so that when you click on an actor designed as a button, it causes text to appear next to the button, like a counter. Every time you click the button, +1 is added to a displayed number nearby. If the number is empty or 0, make a 1. If there's already a number there, take that number and add +1 to it and display the result in that spot.

6
I want to create buttons than can be any length/width. They would have the beginning or leftmost part of the button or beginning cap, a middle that can be repeated to create the length/width, then the rightmost part of the button as an end cap. Is that currently possible and if so, how would I do that?

Like: (| and = and |) to make (|========|).

7
Ask a Question / Drawing Text - How to specify when to draw?
« on: October 30, 2021, 02:59:27 am »
I don't understand the "When drawing" feature whatsoever. How do I cause text to appear when my game loads or when I click on an actor? "When drawing" can't be called inside of a "When created" block and that makes no sense and feels dumb. How do I do this? I spent an hour scouring the Stencylpedia and anything else I could find, so I definitely made an effort to learn this by myself but I simply can't.

Please help? If you want to know what I'm trying to achieve, I want to save and load my game progress, and when the game is first opened and the saved data is loaded, I want to pop up a success message if it succeeds or an error message if it fails. How do I do that?

8
Extensions / Re: Attribute Saving [Extension]
« on: August 18, 2020, 11:06:45 pm »
I'm trying to learn how to use this extension. I want that on game start-up, when my actor is created, it checks first to see if an attribute exists or not. If it does, then load the data from that attribute. If it doesn't exist, show a 0. How would I achieve this?

9
Ask a Question / Re: Text fields/input - Setting and displaying
« on: January 02, 2018, 12:37:01 am »
Anyone crazy enough to be following this post, I think it's time I realized that Stencyl is great for games but not for text-based item tracking and whatnot. Thanks for trying to help but I'm going to give this up on Stencyl and try my app idea on the PhoneGap platform as it seems better suited to my needs. Good luck on your own projects. :) I'll work on a game idea I have later.

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Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 28, 2017, 05:27:12 am »
I’ll bet I forgot to turn off gravity! Thanks! I’ll test that!

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Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 28, 2017, 01:14:35 am »
Where are the text input boxes in your Flash example? I find nowhere to input any text. When I type numbers, they just show up randomly in your coded example. Shouldn't there be a visible box so people know where their text is actually going? In my code, I just don't know why the input box appears for only a second and then disappears. Any ideas?

12
Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 27, 2017, 03:42:38 am »
Holidays ate me. Here's my current event code on my actor in the scene.

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Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 24, 2017, 07:12:25 am »
My apologies then. I thought maybe it not having an image was a problem. If I posted a screenshot of the app running in flash, all you'd see is a 320x480 screen all in blackest brown shade with nothing on it. That's all there is. The text box flashes but for the merest of moments and then is gone.

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Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 24, 2017, 04:23:40 am »
I gave it a 10x10 transparent image so that it has some sort of image and that STILL didn't work.

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Ask a Question / Re: Text fields/input - Setting and displaying
« on: December 24, 2017, 04:12:58 am »
The actor has no image at all because it's not a "character" like Mario in a game. It's meant to be a text box. Do I need to provide a single transparent image as my actor image so that this shows up? Making a text box be an image sounds dumb to me. It doesn't work that way in HTML5 and CSS3. I don't have to provide an image. I just call up a text box and code its size and other parameters, and one is made for me the way I coded it.

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