Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - sorecactus

Pages: 1 2 3
Ask a Question / Re: trying to build to html5
« on: August 06, 2017, 01:44:34 pm »
Holy cow, thanks so much.
It took me a while, but I finally got it to export.  I ended up deleting all versions of java from my computer, then a fresh install of java 8, and then installing the JDK from the debug menu, and after that it exported fine.

Thanks again for your help

Ask a Question / trying to build to html5 [SOLVED]
« on: August 02, 2017, 06:34:53 pm »
So I made a game for ludum dare 39 (first ludum dare aww yes) and built to flash and everything works great.
Unfortunately, a lot of people can't play flash games anymore so I'm trying to build to html5, and getting an "encountered errors while building" message. My logs are attached.

I understand stencyl html5 support is a bit iffy but any help or insight is much appreciated!

ps: if you have a browser with flash support and want to check it out here it is:

Ok, I'll give it a try, thanks

I'm using the follow path behavior to make a patrol route for an enemy actor.  I'd like him to stop for a few seconds at each node. Any ideas? Thanks

JeffreyDriver yeah for some reason those don't work for me. Noxstudios I'll probably just do something like that, thanks for the tip

Ask a Question / How do I hide actors that are anchored to the screen
« on: July 10, 2016, 07:20:21 pm »
I want to be able to hide and show different parts of the HUD when clicked on(To make a sort of menu).  For whatever reason, when I have a HUD actor anchored to the screen the "Hide layer" and "Fade to" blocks don't work for trying to hide it. Anyone have any ideas? Thanks.

Ask a Question / Re: Help With my Stickman Game
« on: May 26, 2016, 11:02:49 am »
Check out this tutorial for shooting based on where the mouse is pointing:
Here's a good video for learning how to spawn actors(ie enemies):
I'd say try that, with the enemies just sitting still for now
Also there are tons of other tutorials and posts about everything else you need.

Ask a Question / Re: Easiest way to do blood splattering
« on: April 26, 2016, 11:00:42 pm »
Yeah i'd say just spawn a bunch of little red actors with random speeds and angles, though Bombini's idea would be better looking

Journals / Re: Legend of Fordham Forest (Wobbling Towers Problem)
« on: February 17, 2016, 09:00:53 pm »
There is some really cool strategy in this game. And the lighting effects are incredible!

Ask a Question / Re: Invisible Collisions???
« on: February 15, 2016, 07:53:32 pm »
Put the "enable debug drawing" block in. It's in the flow section.  That might help you to see what it is

Ask a Question / Re: Draw text in a location relative to the scene
« on: February 15, 2016, 07:36:31 pm »
You're not allowed to reference a dead actor, even to check if its alive or not. Try making a boolean game attribute called alexAlive or something, which you set to false right before alex dies.  Then put "if alexAlive = true" before your code.
This should work because even though alex died,  the game attribute is still there.

Ask a Question / How to follow a path made by an actor?
« on: November 22, 2015, 10:06:09 am »
I was wondering if anyone had a way for an actor to follow a path that is not predefined but instead they follow the path  of another actor. I want to use it in my top down rpg to have the two supporting character actors follow the main character actor. Think Epic battle fantasy 3.  The follow actor behavior isn't really what I want because the movement is strange looking and the supporting actors will have the tendency to move through enemies and objects and walls because they just take a straight path to the main actor. If the supporting actors could follow the main actors path this wouldn't be a problem because the main actor always takes an allowable path. Any thoughts or ideas would be appreciated.

Chit-Chat / Re: What Have You Been Playing Lately?
« on: November 16, 2015, 08:06:11 pm »
I've gotten all my friends in on Cards and Castles, and last night I finally got around to Tales from the Borderlands and pretty much haven't been thinking about anything else since. It and 80 Days by Inkle are my favorite games in a while, console or mobile. Any of you guys been getting into the choose-your-own-adventure games genre?

Thanks for the input. I fiddled around with your idea but unfortunately couldn't get it to work. This is the bit of code I've come up with, but stencyl doesn't like. I get an "unknown identifier" error and an "ouch, this should not have happened" message. I think that stencyl might not like checking for collisions in a when updated event because the collision blocks can't be found in the sidebar without searching for them, so I think perhaps I'm not supposed to be able to put collision blocks in. It might just be a stencyl bug though, because of the "this should not have happened error. Any thoughts? Thanks again

Also, switching out the "bottom of actor was hit" block with something else like "actor is inside region" allows the game to work fine, so the issue must be from that was hit block

I want to change my player's animation to falling when he walks off the side of a platform. It seems simple but I don't know how to go about it. I can't just check if the y-speed is positive(negative?) because some of the platforms are sloped, meaning the y speed would be positive but he wouldn't be falling, just walking down a hill. So basically, I think I need a way to check if my player is still touching a tile or not, and if he isn't, then he must be falling(or jumping, but I'll know that by the key press).  I know how to have an event occur when two things collide, but i don't know how to make something happen when two things(my player and the ground) stop touching. Any thoughts or insight is appreciated

Pages: 1 2 3