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Messages - galaxys

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Ask a Question / Re: Show fade in effect without loading a scene?
« on: September 25, 2014, 10:32:37 pm »
See here:,35446.0.html
Shame that I missed this post just 2 days away. Thank you, bro

this is just something i threw together in about 5-10 minutes so it could prolly be better but it works...
Many thanks to you! This seems even simpler than that post.

And if there's a lot of interest in this i can build something much better and add it to stencyl forge as I would probably use this at some point.

Just reply "add this"
Add this, please :D  Perhaps it's a single block like "[fade in] this scene"? 8)

Ask a Question / Show fade in effect without loading a scene?
« on: September 25, 2014, 07:25:49 am »
So I just want that fade in effect to be shown on the screen, but without reloading or switching scenes. Can I do it? ;D Thanks

Resolved Questions / Re: About error 1009: how to spot the bug point?
« on: September 24, 2014, 03:28:02 am »
Ah yes it's there, thank you very much XD

Resolved Questions / [solved]About error 1009: how to spot the bug point?
« on: September 23, 2014, 09:32:48 pm »
TypeError: Error #1009: 无法访问空对象引用的属性或方法。
   at MethodInfo-3962()[Source/scripts/Design_11_11_Combat.hx:365]
   at com.stencyl::Engine$/invokeListeners2()[E:\Program Files\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:4020]

This error message tells me that the bug point is in Combat behavior, line 365, right? But in code preview, there is only 340 lines. I don't get it...

Dialog Extension / Re: [HELP]Making start game dialog
« on: September 18, 2014, 09:47:54 pm »
Thanks, it works. (Actually, it's <messagescene SceneEvents_2 _customEvent_startNewGame []>, i missed the "_custonEvent_")

Dialog Extension / [SOLVED]Making start game dialog
« on: September 18, 2014, 09:09:52 pm »
So I'm making a start game dialog, with 3 options: new game, continue, and credits. And in "new game" dialog I wrote this: <messagescene SceneEvents_2 startNewGame> and receive this error: "MessagingScripts/messagescene must have 3 args".

So what that 3rd arg is?  SceneEvents_2 is the behavior name, startNewGame is the message to send, then what do I suppose to do with this "[ARG:ANY ...]" thing?

cant you place those text values on the Unit itself?
Yeah, this is quite doable, but in case I want to edit description of an ability, I'll have to check through many units to change it. I'm satisfied by my idea above for now~

Hmmm... in a interface that you click on an unit, to check it's special abilities. The game will check through another list to see if this unit has any ability, if so, get the corresponding description from said list and draw it on the interface.

 8) Now I have an idea... Don't use a list to store the data, use a Text attribute instead. And when loading the game, split this text into a list. Amusing ;D
The trick is, you can press Ctrl+A to choose the whole text, and Ctrl+V to replace it :)

It's a preset list that contents like this:

Code: [Select]
Armored: Reduce physical damage taken.
Evasion: Percent chance to evade enemy attacks.
Resisting: Reduce any non-physical damage.
Regen: Gain life per turn.
Barrier: Maintains a magic shield that absorb damage.
Poisons Target: 50% chance to poison target.
Blade of Light: Deal extra light damage to target.
Sunder Armor: Ignore target armor.
Precision: Target can't evade.
Heroic: Chance to increase damage on attack.
Weaken: Chance to reduce enemy damage on attack.
Taunt: Enemies are more likely to attack this unit.
Lightning Shield: Deal lightning damage to attacker.
Voodoo: On death, deal shadow damage to attacker.
Counter: Counter enemy attacks.

Note that this list is set in design mode, not run time. I don't want to modify this list in run time.
Assume I want to modify the "Regen" item in design mode, what do I do?
Thank you for your willing to help anyhow, you are so kind...

Well, things is that I have a list that I stored some datas in it's initial value, which is imported from a txt file. The problem is, I want to modify some of the data in that list, but can't seem to empty the default list other than removing items one by one...

Or do I have to remove the items one by one? :(

Bug Archives / Multiple select items in a list and remove them: not working
« on: September 04, 2014, 06:49:25 am »
Select multiple items in a list using Shift key, and press "Remove Item From List" button, will only remove the first item selected, not every items you've selected.  :-[

Resolved Questions / Re: Tooltip confict with life bar
« on: August 23, 2014, 07:17:20 am »
If you put the tooltip actor in the new top layer, then the life bar of the other actors will NOT be drawn above the tooltip actor.
Got it, thanks bro~

Resolved Questions / Re: Tooltip confict with life bar
« on: August 23, 2014, 02:23:32 am »
Easy: In the scene editor, create a new layer above the other layers, then put the Tooltip in the new top layer.
Sorry for replying this late, didn't have time to build my game recently. But how do I put some "draw text" into a layer? Create an "tooltip actor" and put it in the new layer, and draw on it?

Resolved Questions / [solved]Tooltip confict with life bar
« on: August 20, 2014, 08:09:24 am »
You know, if you make a tooltip, you would want it shown above any other things, right? But a life bar made by "draw rect" will be drawn above tooltip, unless you can draw your tooltip AFTER drawing life bar. So, the question is, how?

I attempted to make a region for tooltip, actors in this "tooltip region" won't draw their life bar. But this has no effect, because the life bar is already drawn at that point.

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