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Messages - Callan S

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Ask a Question / Re: Actor not opening, just hangs
« on: September 20, 2015, 08:44:57 pm »
No one else has run into this editor problem? I've run into this project destroying bug twice now (the time previous a few months back when I'd only just started a project and could rebuild)

Ask a Question / Re: Actor not opening, just hangs
« on: September 20, 2015, 12:38:29 am »
This isn't a run event problem. It's a pure editor problem - the editor will not open the actor!

But if you want, I tried running it (it came up with errors that weren't there before) and I hit generate logs and attached the zip file.

Even just telling me how I can look at the code of the objects (and where to find them!) without using Stencyl would help, so I could look and hopefully reconstruct the actor.

Ask a Question / Actor not opening, just hangs
« on: September 19, 2015, 11:46:07 pm »
Suddenly an actor wont open. I double click, it says it's opening, does the animation for opening...but never gets anywhere.

I tried exporting it then importing it, but all it's events are gone when I imported it again!

In the game folder, where is the file that contains the events? So I can try and reconstruct a large amount of programming it seems I've currently lost!

Ask a Question / Re: Timer doesn't start when restarting
« on: June 02, 2015, 08:02:54 pm »
Seems like it doesn't run the create event if you restart the scene, then!

So you'll have to put it in an always event. Use a boolean "am waiting" or such. If false, then set it to true and make it wait one 0.1 seconds then make it false and increase score.

Ask a Question / Re: How to attach arm to body?
« on: June 02, 2015, 08:00:00 pm »
IIRC you want the main actor to create the arm. Make the arm have some actor value in it. Then use behaviour/attributes/set attribute (on the last created actor) to be the main actors self (found in scene/actors)

Look up the 'games' 'go right for awesome' and 'I love gardevoir'

Look at the ratings.

Realise the people who treat the ratings they give as so important come from uprating the above 'games'.

Don't stress too much about ratings anymore.

Windows / Mac / Flash / HTML5 / Re: The Asteroid
« on: May 14, 2015, 05:40:43 pm »
Nice work! Good base principle for gameplay. :)

Thanks Call an, parents don't believe I need money from kick starter or whatever. Haha
If they believe you should get a job, then you need money from kickstarter (both, preferably)

Tricky - I'm thinking of using it for kickstarter features, but if it doesn't work out that'd be a problem in delivering promised features.

Is there any way of testing this apart from putting a dummy game up on kongregate? Or should I put one up on K, but leave it in draft mode to test this - is that the only way to test it?

Just checking: Could I use 'name of K player' to make the game give a powerup when that player plays it? I just have to put the name in the exact same case as their log in name at kongregate, right?

Ask a Question / Re: SERIOUS QUESTION: "How should I market my game?
« on: April 23, 2015, 04:33:58 pm »
I would suggest, atleast for a one time input of money, starting a kickstarter campaign. Check what other games that are graphically similar (since you can only show an image) on KS have set their goal as and successfully and set your own around that. Backers can provide their details for sending a game to them.

You could even decide on adding a few things to the games you've already made and start a KS campaign for that. That'd make it alot easier (adding a few things is easier than starting a new game)

In the end it's more about starting a cult following rather than having an amazo game (an amazo game helps to gain a cult following, but a not so amazo game can get a following if the author is lucky, has the right contacts, is charismatic, or a mixture of those). Your following becomes your audience for your next game or expansion.

Good luck!

I don't really understand why this is such a challenge to overcome...

It seems pretty fundamental to a physics engine to be able to stack squares without them spontaneously collapsing.

Let an object fall down on another object: When the objects touch, the engine checks if penetration exists, and if there is it will move one (or maybe both) object(s) away until penetration doesn't exist.
Stack 2 objects on top of each other: The top object applies a force on the bottom actor. The bottom actor must in turn apply a force on the top actor to solve the penetration issues I mentioned earlier, and so movement will be present when that happens.
Stack many objects on top of each other: The bottom object moves the object on top, which is in turn pushed down by all the objects on top of itself, and so an oscillation will occur. Combine that with friction and bounciness, and so the stack of objects inevitably collapses.
*stacks boxes in real life...observes*

No. If it inevitably collapses, it's not a physics engine.

very difficult question.
just 4 boxes as a || + 1 rectangle box
in gravity 400, oh it failed.

disable rotation
oh, it succeed.
---But then it is not similar to angry bird.
Is it possible to turn on rotation after impact has occured?

Ask a Question / Having a scene passing info to actors
« on: April 09, 2015, 09:52:21 pm »
I have an actor who spawns some copies of itself (makes four directional buttons) then deletes itself.

I want the scene to tell each button when they can and can't be used (the button will handle making itself semi transparent when this is the case)

I'm trying to use 'For each actor of type', but when it comes to using 'behaviour/attributes/set', its giving me errors.

Does anyone have an example code for something like this, please? :)

Ask a Question / Re: Changing the 'speed' of a countdown timer
« on: April 03, 2015, 12:29:21 am »
Are you making 'go' happen?

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