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Messages - sonuvagun06

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1
Ask a Question / Re: sequence of "buttons"
« on: May 31, 2013, 01:12:41 pm »
Thank you. Just curious, can you put an actor on the list more than once?

2
Ask a Question / sequence of "buttons"
« on: May 31, 2013, 12:46:03 pm »
Hey all,

I'm brainstorming how to write a mechanic in a platformer which the player would have to collide with a series of "buttons" in a particular sequence to activate an event. Has anyone successfully done this or have any thoughts on how to create this behavior?

3
Can you post the behavior? I don't know if I understand completely what you're trying to accomplish, but it seems that if you are using a collision event, you could set a local attribute (let's call it "collision") to "true". Then in your always event:

if "collision" -> whatever your behavior is
otherwise -> stop

This acts as your "when self un-hits".

4
Ask a Question / Re: Scene Change
« on: May 13, 2013, 06:06:49 am »
One way to do this is to make a copy of the original scene. Place your "powered-up" actor in the place where you want it to start the level. I'm assuming you know how to transition scenes, so: transition from the original scene to the secret level scene, and transition from the secret level scene back to the copy of the original scene.

Of course, if your actor has health and all that, it will be reset. If that's an issue for you, you could probably work around with the use of attributes.

5
Ask a Question / Re: Two styles of gameplay in one game?
« on: May 13, 2013, 05:55:28 am »
I know there is at least one cutscene pack on StencylForge. You can search the forums for info on how to use it if you have trouble.

6
Ask a Question / Re: rotating platform behavior question
« on: May 11, 2013, 04:42:36 pm »
I have the oldx and oldy attributes as number attributes. They keep keep coming up as errors in my log:

[ERR] Name: oldX
[ERR] Val: 0
[ERR] {1=false, 2=0, 3=false, 4=false, 5=false, 6=0, 7=No Control, 8=No Control, 9=100, 10=false, 12=true, 13=No Control, 15=No Control, 2147483647=thisactor, 17=0.0, 16=0, 19=5, 18=20}
[ERR] looking for: 206

What does that mean?

7
Ask a Question / Re: rotating platform behavior question
« on: May 11, 2013, 12:33:26 pm »
Makes sense. I fixed those parts, still not getting a response when I test the game. The platforms rotate around an actor, so they are "Customizeable" in the scene editor. Would this affect the performance of the behavior?

8
Ask a Question / Re: rotating platform behavior question
« on: May 10, 2013, 03:26:59 pm »
Photon, here's what I've come up with based on your description above. It doesn't seem to do anything, how does my code look? It's attached to the platform actor.

9
Ask a Question / Re: rotating platform behavior question
« on: May 10, 2013, 03:25:35 pm »
Turns out it was a lot simpler than that, actually, half of that code wasn't even functioning. Here are the necessary bits.

So how can I make it so that the player actor sits on the point of collision instead of snapping to x of the parent actor? What I'd like is to have it read so that upon collision, x of the actor is set relative to x of the parent actor, so that when x of the parent actor moves, x of the actor moves accordingly...

Does this make sense?

What if instead of finding the X-Center distance of each actor, you found the X (left side) of each actor upon collision and set it to an attribute?  Then you could set (sorry if you're not still using this method) the actor to that X-offset from the platform as it moved.  I haven't tested it out, but that might work.

Happy trails, Flyingninja77

Flyingninja,

Do you mean setting the offset to the difference between the x of each left side? Because I'm not sure how that would differ from finding the difference of the x-centers. I'll take another look at that later, because it seemed promising, just "off" somehow. Experimenting with Photon's idea now, which, again, seems to be a similar concept with different delivery.

10
Ask a Question / Re: rotating platform behavior question
« on: May 10, 2013, 11:30:55 am »
Are you storing this entire behavior in the platform actor?

11
Ask a Question / Re: rotating platform behavior question
« on: May 09, 2013, 07:19:39 pm »
Thanks I'l give it a shot. I haven't worked with list attributes yet.

12
Ask a Question / Re: rotating platform behavior question
« on: May 09, 2013, 06:48:48 pm »
So they way I see it, if upon collision, the difference between the x-center of the platform and x-center of the actor is calculated, and if this difference is subtracted from the x-center of the platform continuously and set to the actor's location, this should give the appearance that when the actor lands on the platform, it stays on the platform at point of collision, not at x of the platform... When I draw it out on paper it makes sense and seems that it would work. When I put it in code the actor just shakes between two points on the x-axis. What am I doing wrong?

If anyone's interested in helping me out with this I'd be more than happy to provide more information.

13
Ask a Question / Re: rotating platform behavior question
« on: May 06, 2013, 12:06:13 pm »
Turns out it was a lot simpler than that, actually, half of that code wasn't even functioning. Here are the necessary bits.

So how can I make it so that the player actor sits on the point of collision instead of snapping to x of the parent actor? What I'd like is to have it read so that upon collision, x of the actor is set relative to x of the parent actor, so that when x of the parent actor moves, x of the actor moves accordingly...

Does this make sense?

14
I don't see a jumping animation at all...

15
Ask a Question / Re: rotating platform behavior question
« on: May 05, 2013, 06:49:28 pm »
Ok,  I think I'm really close to resolving this problem. I scrapped the "Ride Platform" behavior completely. I found a behavior called "Remain Relative to Object" and made modifications as necessary so that it behaved only during collision between player actor and platform actor and when no movement controls are pressed. It works pretty well! Only problem is that when the player actor collides with the platform the behavior places the player at a specific point on the platform, instead of the point of collision. Just trying to work that out.

I'll probably keep working on this all night. If anyone has any thoughts please chime in.

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