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 - gameking31

Pages: 1 2
1
Dialog Extension / Re: How to get extensions to activate behaviors.
« on: October 12, 2015, 05:31:47 pm »
Thank you Justin for your time. Unfortunately things have been very busy lately, and I haven't had much time for Stencyl, so I haven't been able to try this out. This looks to be exactly what I need though, so thank you. Hopefully I can devote more time to game design in the future and see my project through. Thanks again.

2
Dialog Extension / Re: How to get extensions to activate behaviors.
« on: October 12, 2015, 05:14:03 am »
No, I mean from the dialogue extension that you made. Is there any way to do that from a dialogue? Since it doesn't use blocks it's a bit harder to make it do what I need it to. Sorry, I'm such a bad at computer languages.

(For instance, the dialogue I have is an option tree that opens up and writes out the items in a list. when you select one, go to that behavior.)

3
Ask a Question / Re: Does anyone know how to make an item usage event?
« on: October 11, 2015, 01:42:31 pm »
Thank you Justin for pointing me in the right direction for that specific problem. I'll still keep this post running for the 'use item on actor' part of the problem, because that doesn't involve the dialogue extension. I still am trying to figure out how to get the box to check if it collides with the hitbox of another actor the second it spawns. The way I had it running was, the box would spawn inside the hitbox of the item it needed to check the collisions for.  I thought this would cause an immediate collision with the object, but it seems like the box would actually have to move into the hitbox, and not simply spawn into it. This is a problem, because the box is only supposed to exist for a split second. (if it doesn't hit anything within this time, it needs to vanish and trigger the 'you didn't use this item on anything' event.)

4
Is there any way other than creating massive amounts of booleans and events to constantly check if said booleans ever activate, to get the dialogue extension to activate a behavior? For instance, say I select an option in a menu that I made using the extension. How do I tell the game to simply activate a behavior in the dialogue extension? Thank you everyone for your help ahead of time.

5
Ask a Question / Re: Does anyone know how to make an item usage event?
« on: October 11, 2015, 03:28:39 am »
Oh thank you so much. Could you post me a link to it? I actually couldn't find it. that was something I was trying to find a little ways back, but I just assumed there wasn't one.

6
Ask a Question / Re: Does anyone know how to make an item usage event?
« on: October 10, 2015, 08:34:59 pm »
Alright, sorry it's taken me so long to reply. I'm trying to get it to work, but with the dialogue extension having NO way to activate an event, I have to turn on a boolean, and have a constant 'if' statement checking for it. My question now would be how do I get that itemuse hitbox to stay up for only a split second, and if nothing's there, activate it's non collision event, then go away. I'm trying a lot of things, but it looks like Stencyl wants things to actually collide for collision effects, not just be spawned inside of it.

7
Ask a Question / Re: Does anyone know how to make an item usage event?
« on: October 06, 2015, 03:48:32 am »
Doczal, you're awesome. I was thinking something along these lines to do this, but you put it in a way that makes sense to me. Hm, I will have to do this thursday. This week is busy and thursday is the day my buddy and I who are developing this game have planned to set aside this week to work on it. I will let you know if it works. Thank you again.

8
Ask a Question / Re: Does anyone know how to make an item usage event?
« on: October 05, 2015, 04:57:09 pm »
Thank you already for your patience. I will try to be as clear as I can. The game is a horror game. We started it in RPG maker and decided to begin anew in stencyl. It's top-down like the well known 'Witch's hourse' or a bit better known, pokemon. However, this game doesn't run on a grid system like most rpgmaker games and pokemon do. I'm using collisions, and also a Z ordering system. (Something that can identify when a character is behind an object, or in front of it and display it properly.) If you have any more questions feel free to ask. I will try to check back more frequently than I have been. Weekends are a bit busy for me.

9
Ask a Question / Re: Does anyone know how to make an item usage event?
« on: October 05, 2015, 04:24:43 am »
I understand how to divide up the various responses with 'if' statements, what I don't understand is how to word the, 'if there's a piano in front of you' statement. I'd imagine it would look like this...

If lemon used
   if (Piano is in front of you) then do the thing involving the piano
   else if (any other objects I want to use) do the thing involving that object
   else, thing you do when there's no object.


My problem isn't how to structure it, my problem is that I don't know how to tell stencyl to check what object is in front of the player, or how to set the peramaters for how generous of a box it checks, or what to do if more than one object falls in that location.

10
Ask a Question / Does anyone know how to make an item usage event?
« on: October 03, 2015, 04:06:16 pm »
So far, I've gotten a menu that only displays the names of items I've acquired in game, but when an item is used, I want to have the game check what actor is in front of it, and have various responses. Example:

-Lemon used while facing piano- You squish the lemon against the D minor key. You are amused
-Orange used while facing piano- You squish the orange into the strings of the piano. This amuses you less than say, a lemon on the D minor key would
-Lemon used while facing other objects or none at all- This is a lemon. If only you could find a piano containing a D minor key...

Does anyone know how I would go about this? Thank you ahead of time

11
Can anyone help me with this? This has been a roadblock for a very long time and I don't want this project to die. Please someone help.

12
Ask a Question / Using Dialogue Extension as an item menu? Can it be done?
« on: September 21, 2015, 04:44:34 pm »
I am using this dialogue extension, which seems to be very well known.
http://dialog.justin.espedaladventures.com/

It's very good, although, a bit complicated to a coding plebeian like myself. What I want to do is use this extension to make an inventory system that will only display the item when you have it. This has been completed, but I was blocked by my inability to figure out how to call upon a behavior from this point. Bonus points if you know how to make such a behavior that I could use to check the actor in front of the player and use the selected item on that actor, such as using a jar of polish from the inventory, and since there's a bowling ball on a stand, the player will apply the polish to it.

<option [
   ["Nothing" "UC"]
   ["Apple" "UC" <getattr [game displayapple]>]
   ["Orange" "UC" <getattr [game displayorange]>]
   ["Lemon" "UC" <getattr [game displaylemon]>]
]>

This is my current dialogue extension for having items show up ONLY as you pick them up, as they won't display if the item is in your inventory. But I don't know how to get dialogue extension to call upon a behavior, like when you use the item. All I have it do is call upon the dialogue extension "UC" which is my under construction dialogue.

I thank any participants ahead of time for their time, and please forgive me if I'm a bit slow to understand things when first explained. I haven't touched stencyl in about 3 months due to mind blocks, and I've decided it's time I fought through it.

13
Dialog Extension / Re: Inventory system?
« on: September 20, 2015, 10:31:25 am »
This is exactly what I'm trying to do as well. I've made a little bit of progress on it, but I don't even know how to tackle the rest of it.

<option [
   ["Nothing" "UC"]
   ["Apple" "UC" <getattr [game displayapple]>]
   ["Orange" "UC" <getattr [game displayorange]>]
   ["Lemon" "UC" <getattr [game displaylemon]>]
]>

This is my current dialogue extension for having items show up ONLY as you pick them up, as they won't display if the item is in your inventory. I think how I did this was when you pick up the item, it changes the variables listed and then fetches a string. (I'm sorry, but I don't actually remember how I did this. It's been a long time) But I don't know how to get dialogue extension to call upon a behavior, like when you use the item. I also have further questions, but I will yield them until OP either needs them, or they have their problem solved.

14
Ask a Question / Re: Top down rpgish. Z-layer help
« on: July 23, 2015, 04:29:35 pm »
CLOSED: So I finally figured out where I was going wrong. On forge there's a Z-layering example, (Uses the little guy from the default maze game and trees.) I copied his blocks over but they didn't work. I didn't realize I had to remake the custom blocks because they were not yet implemented. Luckily, you just make a custom block, and just remake the two blocks he used. After that, I just put the 'update z-order' equivalent on something that activates constantly. Thank you everyone here for all your help, and sorry for not figuring this out sooner.

15
CLOSED: I figured it out myself. I posted how to do so here: http://community.stencyl.com/index.php/topic,42369.new.html#new

Pages: 1 2