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Messages - cloa513

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Ask a Question / Re: A few questions about full screen mode.
« on: March 05, 2016, 07:32:31 pm »
Full screen windows  can be all sorts of sizes. If you are designing it for larger ones then are penalising people who have smaller sizes. is what I referred to pick a size.

Ask a Question / Failed to delete File or Directory
« on: March 05, 2016, 12:12:16 am »
I have version 3.4. Getting this error in log viewer as orange alert. What is about and how to overcome?

Extensions / Re: Position Utilities
« on: March 03, 2016, 03:41:06 pm »
And your point is. I tried to install the haxe file- it doesn't add and its the only code included.

Extensions / Position Utilities
« on: March 03, 2016, 05:57:50 am »,46621.0.html

Does anyone know where to find a thread linked to this  position utilities extension or how to install it?   

Ask a Question / Re: tutorial for dungeons sample
« on: February 24, 2016, 08:17:10 pm »
He is referring to the dungeons game which included with 3.4

Resolved Questions / Re: Actor speed sensitivity
« on: February 15, 2016, 06:31:03 pm »
Alternatively to friction and damping, he could just have while button is button is held down change do every 0.1 second set position for x or y to self+ some value.  All solutions are not going to be simple. But this guarantees precision at the cost of possibly complex collisions.  My game has something like this because its not dynamic but its tactical and quasi-static with programmed turn based.

Thanks for reply. I get what you are saying but given that Stencyl only has two levels of attributes- game and local-  you really have to put a lot into individual behaviors and its seem strange to have multiple of the same type of events. I am putting some events onto the actor itself.

Thanks for your reply.
Yes but I don't really want to have a 2D list- it just needs to be processed from top to bottom- 2D list extension requires choose the size before you start so it would possibly enormous (another solution for a normal list involves an enormous list) and doesn't have any means to simply go from the top left item and right then  to the first on the next row with neat code. Each item will have a new index and the absolute position doesn't matter only the relative position. My latest thought is this have a primary  List1 and  a secondary List2 that has elements from 0 to 8 which represents the row numbers of the spaces available. You can set items in List1 to the associated number of the row - if that row has a value then you insert the item at that row and then take List2 and increment each item at row number below the current to the last item.
i.e. Following my original example ( the item may not be added in any order)
Updates of List attributes
List1: (-,-,X,-,-,-,-,-,-)
List1: (-,-,X,Y,-,-,-,-,-)
List1 (-,-,X,Y,Z,-,-,-,-,-)
List2 (0,1,2,3,4,6,7,8,9)
and so on. If you can think of simpler code - it would be much appreciated.

This shouldn't complicated but can't think how to do it. List items are added one at time and items with an associated number of 2 need to go after item 1 and so forth with any number items of a given number- the actual number of items with an associated number is unlimited. So say nine associated numbers 0 to 8. For example X with 2, Y with 3, Z with 3, D with 4, E with 4 will produce
a list of (X,Y,Z,D,E) - can have any number of Null values.  What is the simplest way to do this?  Its preferable to not have list sorting.

Extensions / I loaded my game and had warning marks for two extension
« on: February 14, 2016, 04:46:24 pm »
I have Windows 7 Japanese version.

Both data structures extension (used for 2D Lists)  and rpg dialog errored- I wasn't using  them- I uninstalled them and I still have the code blocks!!

Weird. Is this something to do with latest omnibus of Windows 7 updates?  I have had other odd things happen on this computer like Adobe Creative Cloud signin window open- normal for that to open but it was in Japanese unlike normal where it was in English.

That it is going to add multiple  actor 1 to different subsets of actor 2 by player choice- they are action buttons.  I thought I would go for this- I don't know if 0.1 second is enough delay. 

Suggestion Archives / Re: Dear Jon... (Get it?)
« on: February 13, 2016, 07:36:28 pm »
You have to use extensions to make text workable. The RPG dialog box is awesome.

Suggestion Archives / Re: Test Scene compile only Scene
« on: February 13, 2016, 07:33:27 pm »

You should be able access events in actor exactly the same as those in Behaviors but just following the naming of the blocks - it seems currently impossible.  Maybe its like attributes- poor documentation that means its possible but the naming is merely misleading. Maybe you can do it through Properties- set actor value but it doesn't link the actor's attributes only the behavior's attributes. It would be best to rename the menu called behaviors to events and put all the attribute setting parts in the attribute area.

Situation- I have a lot of instances of actors of two types (actor1 and actor2) pre-placed on scene- I don't add them at runtime as its slow- much quicker to place them all on scene and then later kill the unneeded ones.  I want to set a subset of actor1 to have actor value of the one instance of actor2 selected by having a common attribute value . It doesn't need to be quick for actor1 (could take a second) but  my alternative code has actor2  burdened by having it some information transfer (set attribute, trigger event) when it is created- it becomes non-responsive- naturally annoying.  How do I do this with just code in Actor1?

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