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### Messages - ohlin

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1
##### Resolved Questions / Re: When two events trigger at a time, only one performs?
« on: March 10, 2015, 10:33:05 pm »
So basically the score is equal to the number of actors alive on the screen?

2
##### Ask a Question / Re: Problem: How do you create 1 instance of an actor type at random?
« on: March 06, 2015, 08:34:15 am »
Or you could just keep your always event, and make it like this:

if boxes = TRUE
---
create box
set boxes to FALSE
--
do AFTER x seconds
set boxes to TRUE

I think I have read somewhere that the "do every" event is somewhat unreliable, but I can't remember why (if I even remember correct).

3
##### Ask a Question / Re: How can i make a system for number over 9 Digits
« on: February 22, 2015, 09:55:02 pm »
A decimal is everything after the " . "(Actually it's the divider, but I think that's what you mean) sign in a number. Adventure capitalist only uses 3 decimals, even if the amount of money is very high. They change the suffix of the number instead, so that the player reads the number as very high, if you understand what I mean. When you start, if you have 142.240 dollars, there's only three numbers after the divider, and if you have 1.382 billion dollars, there's still only three numbers after the divider.

That works because when you reach a certain number, in AdCa case 999.999 dollars, the next dollar you make will change that number to 1 MILLION dollars, all the way up to 999.999 MILLION dollars, and then to 1 BILLION dollars.  So the highest number you work with in that particular game is actually "only" 999999 (with a divider enter the third digit)

I hope this makes some sense, and you can search the forum for posts about using dividers, and using attributes for handling "large" numbers.

I hope this helps and that I haven't mislead you in any way

4
##### Ask a Question / Re: How can i make a system for number over 9 Digits
« on: February 22, 2015, 01:14:23 pm »

5
##### Ask a Question / Re: How to remove artifacts when scaling text?
« on: February 22, 2015, 03:38:35 am »
I believe you can manually edit the automatically  generated png's, perhaps that's an option for you?

6
##### Ask a Question / Re: multiple actors on screen to kill specific actor
« on: February 20, 2015, 12:43:31 pm »
I believe the second crash course will teach you what you need to know about enemies hit points, I suggest you start there (or perhaps with the first crash course).

7
##### Journals / Re: Attack Of The Mutant Space Monkeys
« on: February 19, 2015, 09:19:37 am »
I'd pay!

8
##### Ask a Question / Re: Tile Based Movement?
« on: February 19, 2015, 04:06:57 am »
This is just a thought, but you would have to set two number attributes to store your current position, start the motion, and calculate when they have been increased/decreased with 32 pixels, and then stop the motion. That way you won't teleport into the region, but enter it the "normal" way.

The continuous collision detection might not be needed. Also, there might be some easier solution to it, but this is what I would try out.

9
##### Ask a Question / Re: Tile Based Movement?
« on: February 19, 2015, 12:35:28 am »
Is it possible to use motion set very high, and limited to 32px per move, and also enable continuous collision detection?

10
##### Ask a Question / Re: multiple actors on screen to kill specific actor
« on: February 18, 2015, 02:08:45 pm »
How about a scene behavior to take care of the number or actors, and in the actors 'when created' you just put 'set health to (health + random number)'?

11
##### Ask a Question / Re: How to make the action of one toggle depend on the status of another toggle?
« on: February 12, 2015, 01:45:31 am »
If I understand you correct, you want something like this:

B/B = black
b/b = brown
B/B AND d/d = ?
B/B AND D/D = gray
b/b AND d/d = ?
b/b AND D/D = champagne

Under 'flow' you have  the 'AND' evaluation, you can experiment with that. I would recommend using this also:

12
##### Ask a Question / Re: Gravity
« on: February 11, 2015, 10:59:54 pm »

13
##### Ask a Question / Re: Water effect?
« on: February 10, 2015, 01:08:19 pm »

14
##### Ask a Question / Re: How does speed work?
« on: February 08, 2015, 01:58:10 pm »
Quote
The unit of speed in Stencyl is 10 pixels per second.
http://www.stencyl.com/help/view/motion-and-forces/

15
##### Ask a Question / Re: icon pause and play hiden and show
« on: February 08, 2015, 12:45:25 pm »
Where is Donni11 when we need him?

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