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### Messages - marcwilhelm

Pages: 1 2 3 ... 5
1
##### Extensions / Re: SimplAnalytics - Xcode shows SSL errors when starting up.
« on: May 30, 2018, 07:35:11 am »
Is this extension still supported? Their website is down.

2
##### Ask a Question / Re: QuickLearnTutorials Tutorials And Request Page
« on: September 05, 2014, 01:41:25 pm »
Originally posted to wrong thread (sorry.)

Thanks for this tutorial.

3
« on: September 05, 2014, 08:56:27 am »
Thanks for this workaround.  I hope it works for my project.

Seems like the most simple & intuitive solution for users would be for Stencyl to create a "multi-touch compatible", version of the "If actor is touched/ dragged/ released, etc".

4
##### Windows / Mac / Flash / HTML5 / Re: ButtonX20
« on: May 31, 2013, 02:43:59 pm »
Seriously great design. Using simple game elements in such clever combinations. You are a very good game designer.

5
##### Old Questions (from 1.x/2.x) / Re: Measuring velocity
« on: October 24, 2012, 07:48:25 pm »
To calculate the velocity of an object using the x-speed and y-speed (which are properties you can fetch in Stencyl under actor -> motion) you simply use the Pythagorean Theorem (a squared x b squared = c squared) but for velocity instead of distance. In this case it'd be the square root of x speed squared times y speed squared.

I've made a quick mockup with an attribute called velocity and setup a method for fulfilling that variable every cycle (though you may want to do it slightly less than every cycle.) Hope this helps.

6
##### Ask a Question / Re: How do i loop 2 velocity directions?
« on: October 20, 2012, 08:21:19 am »
Easy mistake when you're starting out.

Don't use the "Always" event.

Instead create a "Time" event this way: "+ Add Event" -> "Every N seconds" and have it toggle velocity there instead. Re-read the help section on events more thoroughly.

I've lead you in the right direction, but you'll have to figure out a bit more on your own...better to learn that way.

Note that when you use the "Always" event it executes the blocks in that event every game cycle, so 1000 times a second it's executing that code all over again - hence no movement.

Also, I hope you don't mean 'tiles' because 'tiles' are fixed and never move. For a moving platform you should be making an actor with a sprite and collision.

7
##### Old Bugs (1.x/2.x) / Re: [iOS] Collision Groups for Shapes Don't Work
« on: October 19, 2012, 04:22:36 pm »
Joe, or Jon or bug moderator:

Actors in iOS with multiple collision groups cannot differentiate between which collisions group to register a collision. In the following example, the game thinks every collision is a supersensor, but in Flash the differentiation works. Is this a bug or am I implementing this wrong?

(and yes my collision shapes are completely separate in the animation, they do not overlap, etc.)

If this is a bug, is it something that is likely to be resolved with 3.0 or should we hope for a patch to 2.x before that?

8
##### Old Questions (from 1.x/2.x) / Re: How to get sensors and collision groups to work for iOS?
« on: October 19, 2012, 04:09:31 pm »
Yes, this must be a bug. It works in Flash for me, but not iOS.

9
##### Old Bugs (1.x/2.x) / Re: Bug in Collision Groups
« on: October 17, 2012, 09:48:51 am »
You should not need that many collision groups, you will compromise the efficiency of your game.

Use the collide with actor type instead for your collisions that are actor specific, but in general you should have more general groups.

For more help on this check the documentation.

10
##### Old Bugs (1.x/2.x) / Re: [iOS] Collision Groups for Shapes Don't Work
« on: October 17, 2012, 09:35:52 am »
I am having this issue and am looking into it as well. I'll let you know what I find.

11
##### Old Questions (from 1.x/2.x) / Re: How to get sensors and collision groups to work for iOS?
« on: October 17, 2012, 09:33:07 am »
I have experienced this as well. I am looking for answers (that's how I found this thread.) I will let you know if I find a answer.

12
##### Old Questions (from 1.x/2.x) / Re: Auto-rotate, detection, and use
« on: October 15, 2012, 08:56:16 am »
Auto rotate does not change from Landscape to Portrait or visa versa. It flips the entire game (including background) 180 degrees.

13
##### Chit-Chat / Re: IndieCade next week, you going?
« on: October 11, 2012, 05:37:05 am »
There was so much cool stuff to see at IndieCade. My blog is being updated as often as I can write; two posts in the past 24 hours. Read what I have to say and feel free to ask me anything about IndieCade. It was an amazing time.

I've been to E3 3 or 4 times and the GDC the same, but IndieCade was special, absolutely amazing, inspirational and informative.

14
##### Chit-Chat / Re: IndieCade next week, you going?
« on: October 05, 2012, 10:31:46 pm »

15
##### News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: October 01, 2012, 05:22:05 pm »
I've been stopping by the Pro forums to smell what they're cooking and I can tell the features they are working on are phenomenal. It'll be worth the wait. Be patient.

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