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Messages - d3rpLemon

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Ask a Question / Can't understand Text Input
« on: August 08, 2015, 06:56:45 am »
So I want to make it so I have a global variable that stores the password for the user. This means it can compare the global variable "password" and the text just entered into the text box and if both strings are correct, it will log you on. I'm using the "Textfield" behaviour that I downloaded from the forge and I have set everything up so when I run the scene I can enter a password in the textbox, however how can I start doing more interesting things for example "if text in textbox == password variable then load scene X", however I have no idea how to implement my seperate behavior that will allow me to type in a textbox into my events on my scene so I can begin to make interesting things happen with the text boxs. can anyone help? Thank you :)

Okay, so this is my first attempt at ever making a game, on any game engine. After playing I Wanna be the Boshy, I thought making a game that focuses on difficulty and the sense of reward after completing the level you have been stuck on. I have the initial idea of having worlds and levels in each world (categorized by 1-1, 1-2), each level will get increasingly difficult and the last level will have a boss from a classic game (goro from MK, bowser from SMB, rayquaza from PKMN etc.) and I've been using free graphics and tiles as I believe as a beginner, it's a lot more easier and effecient in designing your first game. I will attach a SWF of the first 2 levels I have made, there's  A LOT more work that needs to be put into this, but I really want someone to give me a perspective of how it's going so far.

Basically, the first level is an intro on how the level is structured and gives a tip on how to complete the level (the slidejump) and then the second level slightly ramps the difficulty up giving the player a sense of constant movement before he gets killed by the falling swords. However, I feel as though the physics and overall game play feels slightly buggy (hence why I posted it in the bugs section), if anyone could play this game and just test things such as jumping, pay attention to the falling swords and deduce whether I've implemented them inefficiently, I know I am asking a lot and written a huge paragraph but it's because I'm so intrigued to make my first game decent and fun :)

If anyone could simply reply with a post telling me what they think, if they noticed any bugs, what they think needs changing (and how if you would be so kind), how they feel the mechanics are (jumping, movement, slide jumping) and the overall  direction I need to go with this game.

Thank you so much :)

p.s. protip if you feel as though the jumping is terrible, you feel the same I do but I do not know how to make an amazing jump block. I notice if I am walking against a wall and trying to jump, he won't jump.

Ask a Question / Re: randomly generating actors
« on: March 17, 2015, 03:03:42 pm »
You have to base the spawn position relative to the camera. I am working on a behavior for this. It should be on the Forge any time soon!

That's nice to know and I would like to use it but that doesn't solve the issue :(

Ask a Question / Re: Jump/Double Jump behavior not working
« on: March 17, 2015, 01:32:41 pm »
Yes gravity is enabled. I've made my own events for jumping but there not as clean as I would imagine these behaviors to be, plus I cannot develop a double jump and these behaviors look perfect :(

Ask a Question / Re: randomly generating actors
« on: March 17, 2015, 08:54:15 am »
Also, I want to provide a screenshot of my issue. I walked too the middle of my level (walking there, no swords fell down) and as soon as I reached the middle and slightly walked back, a bunch of swords fall in a group at the edge of the screen. Also I am using the behavior you provided.

Ask a Question / Re: randomly generating actors
« on: March 17, 2015, 04:16:51 am »
My explanation was pretty terrible, I agree. Basically, my camera is always centered on the player and I want "swords" falling from the sky every 0.6 seconds to the right of the player (this is the direction you travel to progress the level), but it seems that my swords aren't spawning on the camera instead, spawning halfway through the level and then when I reach that section, they all fall down and begin spawning somewhere else all together.

The solution to my problem was your first suggestion, having the swords falling to the right of the player, maybe to the left would be nice also to create true unpredictability, however I didn't fully understand how I could implement your solution to fix mine, would you care to teach me to understand? It would help a lot (p.s. I am a stencyl noob)

Ask a Question / Re: Jump/Double Jump behavior not working
« on: March 17, 2015, 03:51:02 am »
I've tried that, still not working ... :/

Ask a Question / randomly generating actors
« on: March 16, 2015, 02:55:32 pm »
So I've got a level in my game that has "swords" that should be randomly generating themselves from the top of the screen and falling down dangerously and the player needs to avoid contact or the scene will reset (dying). However this behavior I've developed doesn't seem to correctly work, I'm looking to make it so the dangerous swords are randomly spawning every 0.6 seconds relative to the positioning of my players position on the map (meaning there's no swords spawning half away across the level when they dont need to be spawning there and creating less danger for the player) however my problem is that when i test the scene the swords aren't spawning on the camera section of the map, i get the middle to my level and a ton of of swords fall down at once, then it happens again on the other side of the map, it seems like the swords aren't spawning on the map the camera is focused on, how can i fix this ? :(

Ask a Question / Re: Jump/Double Jump behavior not working
« on: March 16, 2015, 10:27:28 am »
Tried, not worked. ;(

Ask a Question / Jump/Double Jump behavior not working
« on: March 16, 2015, 06:47:52 am »
So before I even designed a jump event for my player, I tried using the premade behaviours, jump and double jump because they seemed so useful for a platformer, but they wouldn't work with my player, so i made a custom jump via event. However, I want to use this default behaviours that come with the platformer pack, I've linked a link that takes you to the DL of my .stencyl file, can anyone figure out this problem??

Ask a Question / Re: Tile Collision Bounds arent changing
« on: March 12, 2015, 11:50:11 am »
Could you attach an swf of the scene with debug drawing enabled?

Here it is mate :)

Ask a Question / Re: Tile Collision Bounds arent changing
« on: March 12, 2015, 11:41:53 am »
I'm guessing you have multiple layers and there is a tile on another layer with a collision bound.

I removed the background layer to have only 1 layer in my scene (background layer didnt even had a tile on), problem is still there :(((

Ask a Question / Tile Collision Bounds arent changing
« on: March 12, 2015, 11:36:43 am »
So I've tried changing a few collision shapes for some tiles because they are represented as a square tile where as their physical shape doesn't resemble a square at all. I'll post a screenshot of the tiles I'm changing but I've tried changing them to a few different collision bounds and they're still acting as a square collision bound, I've even tried giving it no collision but my player still walks on it like it's an even square.

Ask a Question / Background viewable in scene?
« on: November 17, 2014, 01:47:27 pm »
Is there anyway to display your background whilst editing in the scene, it'd be handy to see my background so  I can accurately place tiles.

Ask a Question / Re: Enemies all die at once, after killing one enemy
« on: November 17, 2014, 03:42:07 am »
Sadly, the problem still occurs - or sometimes the enemies are unkillable!:(

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