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Messages - Rhysybaby

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Yep, it was the friction! I changed it to zero and moved the collision blocks into the right place and it works completely fine now.

Thanks a lot for your help, man. Don't be surprised if I need it again, though!

I've attached a screenshot of what I've tried. If I put "set x-speed to -15" in the "when created" tab, the NPC just nudges to the left a little and moves no further. I've tried doing the same to "always", but then the NPC carries on moving in the same direction even when told to change directions. The setup shown in the screenshot typifies my frustration as it's invalid and brings up a coding error message.

A straightforward explanation on how to set up AI as simple as this would be awesome and more than appreciated, if at all possible.  :)

Ask a Question / How do I make a non-player actor move side to side?
« on: April 16, 2012, 03:01:42 pm »
Hi all, I've been playing around with Stencyl for a few days now and I love it. I'm trying to get off the ground making a platformer but I have one problem.

My game is a side-scroller, and I need an enemy actor to walk in one direction until they collide with another object (such as a wall or another actor). When this happens, they move in the opposite direction away from the object they collided with. Exactly like a goomba, basically.

I'm at a loss as to how to do this, so some help would be greatly appreciated. I'm also sure the method of achieving this is pretty trivial, but I'm completely stumped!  ::)

Ask a Question / Re: A few important behaviours I need help with.
« on: June 06, 2011, 11:33:09 am »
Okay, I've made the attribute and titled it "Lives."
Would I have to make a behaviour that deals with this attribute?

e.g. I created a behaviour called lives and attach it to my player actor.
when created
set Lives to 3

Where do I go from here?
Sorry if I'm being vague, but I really have no clue :L

Ask a Question / Re: A few important behaviours I need help with.
« on: June 06, 2011, 10:46:13 am »
I suggest that you create a Global Attribute to hold the player's lives. If they start a new game, be sure to reset it to the appropriate value.

If they gain extra lives, increment it of course.

If they die, decrement it and restart the scene.

Since it's a global attribute, it won't get reset like regular attributes even when the scene reloads. If, at any point, it's 0, force it to go to the game over screen - so you'll always want to check the value before just reseting the current scene.

Good luck! Let us know if you need more specific details on any of this.

Thanks man, but I'm really, really new to Stencyl having only done the crash course. Would you be able to tell me how to set up a global attribute? Thank you and sorry to bother you so much ;)

Chit-Chat / Re: How did you find out about us?
« on: June 06, 2011, 10:15:46 am »
I came across Stencyl about a year and a half ago when searching for an easy to use game maker. I applied for the beta (but never got a place D:) and waited for its release ever since. And now, here it is, and I really like it :)

Chit-Chat / Re: Post Your Desktop!
« on: June 06, 2011, 10:04:00 am »
Here it is :)
Still using good old Windows XP

Chit-Chat / Re: Where are you from?
« on: June 06, 2011, 09:53:33 am »
Devon, UK  ;)

Ask a Question / A few important behaviours I need help with.
« on: June 06, 2011, 09:10:25 am »
Hi guys,

I'm planning on implementing a life system into my game but need to know how to set it up.

Starting with three lives, the player loses one if he/she touches an enemy. When one is lost, the scene reloads; when all three are lost, the game is over. Also, the player loses a life if they fall into a pit.

Can anyone help me with this please?
Thanks. :)

Excellent, it worked! Thanks for your support! ;)

I've tried various resources, but they don't seem to work. Can anyone help me out?

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