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Messages - damageinc86

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1
Ask a Question / attack animation switch to deal damage to enemy?
« on: June 03, 2015, 08:06:11 pm »
I have an actor in my player group, set to collide with enemies.  I have also set my player to switch to an animation of a sword being swung upon hitting the action1 key (Z).  I have set a collision polygon only on sword swing animation, and assigned it to it's own group.  I have the built in health manager behavior on my enemy, who is also set to take 1 point of damage off from the custom blocks under the health manager area when it collides with the group holding the sword swing animation.   Nothing ever happens though.  Can anyone help me deal damage to my enemy by switching animations on my player?

2
Ask a Question / Re: How to play sound once right after event?
« on: June 01, 2015, 10:09:36 am »
ohh that's a very interesting way of doing it. nice!   I'll have to remember this for the future.  In my case I actually found a way around it, because for my left animation I actually had frame 0 set as one frame from the idle animation so that it was a tad smoother of a transition.  So I was able to play sound only on frame 0, so when you pressed down the left key it played, but then immediately switched to frame 1, so the sound didn't repeat.  Thanks again for your reply.

3
I can't import graphics at 4x or 2x.  Everytime I try, i get that "oops something went wrong" message from stencyl.  So I just made all my artwork on 768x1024 canvas for the iPad and imported at 1x - the only way i could import without getting an error message.  Now I'm trying to export flash for web at a smaller size so it will fit in browser windows and I can't figure out how to export smaller resolutions.  I have to click "show all" in the flash player to get it to fit on my laptop screen.  If you have a huge monitor then it will be able to show it all.  But anything smaller than like 24" won't be able to see it all unless you click "show all" in the flash player.  Does anyone know how to deal with this?  I just spent a little over a month on my game, and I fear that I will have to go back and resize every single graphical asset for a smaller screen for web.

4
Ask a Question / scale down for flash/web?
« on: May 31, 2015, 09:17:04 pm »
I have my game setup for ipad resolution, and it looks like that will automatically resize down for iphones and android phones.  But I can't figure out how to export a flash file for the web in a smaller resolution that my original ipad res.  I always have to click on "show all" in the flash player.  Does anyone know how to export a scaled down version that will fit in a website without having to click "show all" ?

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Ask a Question / Re: How to play sound once right after event?
« on: May 26, 2015, 03:45:43 pm »
I'm having this same problem.  I'm trying to have a "whoosh" sound play only once when the actors animation switches to "left" or "right".  But it keeps looping because i can only figure out out to set it to play sound WHILE animation is "left", which means it plays when the character switches animation to left, but it keeps slapping it in a loop with rapid fire because my left animation keeps playing throughout turning left, until it gets stopped by releasing the left key.  How can i get it to play the sound only one time when the animation is switched from idle to left, but not WHILE it is on left animation.  just once when it switches.  I can't find a block that says the equivalent of "if animation is switched, play sound once".

6
I get the same error message when trying to loop my background music.  It's a small mp3 file that I have encoded in both reaper and audacity, completely free from metadata.  Even ran the file through id3 clear program.  It would suck to not be able to use the music i paid for.  Any help on this yet?

7
Bug Archives / Re: Invalid Sound
« on: May 26, 2015, 02:27:33 pm »
I get the same error message when trying to loop my background music.  It's a small mp3 file that I have encoded in both reaper and audacity, completely free from metadata.  Even ran the file through id3 clear program.  It would suck to not be able to use the music i paid for.  Any help on this yet?

8
Ask a Question / Re: Random obstacle generation has gaps?
« on: May 21, 2015, 11:22:18 am »
how do i add a when created block if it's inside a "every n seconds" block for my main scene. 

Nevermind, I just put it all in the when created block. Seems like it is working!
Thank you very, very much liberado. 

9
Ask a Question / Re: Random obstacle generation has gaps?
« on: May 21, 2015, 10:15:47 am »
I actually figured that out last night! But then another problem arose.  How to set an argument that goes something like this: "if random number = last random number, then pick a new random number" So that the same random actor doesn't get picked twice in a row.

10
yeah seems like this would be a pretty standard feature by now.  I'm looking to shoot something out of a wall just like this, no idea how to do it without the entire collision box being detected, but not full obviously because the animation would have to reach the end for the polygon to be full with the image.  So if you hit it while the animation was just beginning, you would still die.

11
Resolved Questions / Re: How to spawn random actors (SOLVED)
« on: May 20, 2015, 09:08:26 pm »
This worked great for me as well, very reliable spawning.  But just curious how you could add an argument to tell it not to spawn an actor (random number) that has just been spawned previously?

12
Ask a Question / Re: Random obstacle generation has gaps?
« on: May 20, 2015, 08:48:05 pm »
boy I know i'm like slow when it comes to this stuff. But I have no idea what you mean.  It sounds easy when i read it. but when i switch back over to my window i have no clue what to put where. :-(

13
Ask a Question / Re: Random obstacle generation has gaps?
« on: May 20, 2015, 05:32:35 pm »
I'm having the same problem.  I have the following code set to randomly generate obstacles flying through my screen every 1.8 seconds.  But every once in a while there is a huge gap, and then it seems to kick back in for some reason.

14
Resolved Questions / Re: Saving Score Question {ANSWERED}
« on: May 19, 2015, 02:55:46 pm »
I had some wonky stuff happening when I loaded the save game on my "game active" scene, after saving the high score on my "game over" scene.  I finally realized that since stencyl saves all the game attributes when you do a save, it was recording that i had my move attributes still set to true, so when it loaded the main scene again my character went to the right automatically and died lol.  I had to set everything besides the highscore to false before saving.  That way when the game was reloading the main scene, everything was idle and ready to go. 

15
I figured out how to draw my current score game variable value on my game over screen.  But something weird is happening.  It's cutting off the font. almost in half.  You can see it is displaying the appropriate value, but you can only see about half of the upper left part of the font.  Any ideas?

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