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Messages - odomatic

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"Self is on screen" should work for checking if the attached actor is in the viewable screen area... You can of course use manual checking for position to determine if the actor is off of the screen, but "Self is on screen" should suffice.

Can you upload your game to Forge?

Ask a Question / Re: Particle System Too Slow
« on: June 20, 2011, 05:38:35 pm »
I personally like TimelineFX here: (not free!)

It outputs animations of particle effects, even seamless looping ones...

There are certain to be others, maybe better or free. I started using that one because I also write games in BlitzMax and TimelineFX has a module for loading and playing the effects in-engine. However, it is not necessarily for BlitzMax and is a quite full featured particle effect editor/generator in its own right.

This method is definitely secondary to having a robust in-engine particle system, of course, since prerendering wouldn't be appropriate for all kinds of effects.

Ask a Question / Re: Particle System Too Slow
« on: June 19, 2011, 08:02:08 pm »
I believe Alexin is talking about Flash Bitmaps. In order to develop a robust and efficient particle system, you may have to do some AS3 coding...

The reason your current behavior isn't working is because your "if" block evaluates to true if any actor collides with your spikes. The for block then runs through all of your players and performs all of the following actions, regardless of if the player touched the spikes or not.

So, you only need "CounterAttribute" or "increments," either of which should start out = 0. In the scene behavior, you are counting how many enemies have been killed. When the number killed (increments or CounterAttribute) equals the number that you want to have to be killed for the door to open (done), you open the door(s) by replacing them with open version actors. When an enemy is killed, you message the scene behavior with "Increment" to let it know that an enemy has been killed.

The problem with your behavior lies with the actor behavior. What you are doing is deleting the enemy actor if it leaves the screen (good), but also messaging "Increment" on every frame (bad). "always" gets called every frame.

Something more like this would work:

Your counter attribute is the "increments" number attribute in the behavior I posted. You wouldn't need the "CounterAttribute" as well.

"done" is just another number attribute of the scene. If you make it visible, you should be able to set it from the behavior tab of the scene. It simply determines how many times an action must be accomplished before the door will open. It would probably be equal to the number of coins in your level, or the number of times you have to perform whatever other action in your scene.

What I posted is all you need to accomplish a "coin collecting" requirement to open doors in your scene. It wouldn't use the behaviors that gmvasco posted/mentioned. It is pretty much the same idea though, just different names for everything.

You can fairly easily modify this same idea to require other things than coin collecting, or extend it to require multiple things. This is just an example of a simple way to do it.

Something kind of like this:
("unlock" on the scene, "mustCollect" on the coins)

Errr.. but you'll probably want to kill the closed doors from increment as well. Forgot to add that. ;)

Here's what I'd probably do for maximum ease :) (pretty much a summary of what gmvasco was suggesting):

(1) Attach a behavior to your coins or anything else you need to collect/do, like the one that gmvasco here made, to call an increment function in your scene behavior.
(2) In your scene behavior, have the increment function track the current number of times it has been called and check against a done (or whatever) attribute number (just when increment is called).
(3) Once the number of increments equals the done amount, replace the door actor with an open door one from the scene behavior.

(function = message)

Chit-Chat / Re: Introduce Yourself!
« on: June 08, 2011, 02:57:02 pm »
Hello, I'm brand-spanking new here on the forums.

Love your avatar. That's my favorite movie! :)

Archives / StencylForge Back Button
« on: June 06, 2011, 08:59:49 pm »
If you are browsing in a category in StencylForge and you are using any of the sorting / filtering modes (Most Useful, Most Downloads, Newest, Highest Rated), if you view the details of a resource and then click the back button, it always takes you back to the "Featured" list. This can be really annoying if you are simply trying to look through the new uploads, for example.

I feel like the back button should at least take you back to the list/sort that you were at before, if not re-scroll to the actual item itself.

Chit-Chat / Re: Where are you from?
« on: June 06, 2011, 08:48:08 pm »
Dismaland (aka The Midwest, USA)

Chit-Chat / Re: What Music Do You Like?
« on: June 06, 2011, 08:44:20 pm »
The one thing I won't listen to is top 40 pop crap - Lady Gaga, Katy Perry, pop rappers, etc...
So agree with you there...

Drum and Bass songs...
but not there!  :o


Chit-Chat / Re: What Music Do You Like?
« on: June 06, 2011, 07:15:19 am »
I love to listen to (and make) all forms of Drum&Bass, particularly in the vein of Netsky and also the minimalist crowd. I also listen to classical, jazz, minimal-ish electronic/downtempo (Trentemøller, some Royksopp stuff), and soundtracks when I need a break (so to speak ;)).

Chit-Chat / Re: If an intruder came into your home
« on: June 06, 2011, 07:03:10 am »
I'd pull out some secret ninja moves of the government...

And then run out the back door screaming like a little girl.

No, seriously, I am a knife collector and know Judo... so I'd like to think that I would fight 'em off, hopefully without any serious injury to them or me.

Game Ideas / Re: Good pixel art creators?
« on: June 03, 2011, 12:53:49 pm »
I personally kinda like Pixen, though it's Mac only, not really in active development anymore, and a tiny bit buggy. It's specifically for animated pixel art and has some nice features pertaining to that, and it's free, which is cool.

(Oh, if you'd like to actually download the app and not the code, click on the gray "downloads" button upper-right corner.)

More often than not I find myself using Photoshop, though, (which I find great for pixel nudging.)

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