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Messages - superfried

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1
Ask a Question / Re: Make actor follow user selected path...
« on: March 01, 2012, 05:37:13 pm »
Ok, I am officially confused.

On the floor tile actors I have a behaviour which switches the animation between selected and not selected when clicked/touched by the user. Also, if the player collides with it, the animation switches to fade animation and it is now selectable again.

Next I added a game attribute boolean called 'selected'. This states in the tile behaviour that when the animation for self is 'selected' the boolean 'selected' is also true and when the current animation or the tile is 'unselected' the 'selected' boolean is false.

Now I am trying to create a behaviour for the player that states when x of selected tile is greater than x of player it moves right. However, how do I declare the 'x' value of selected since it is only a boolean and an animation? Does this mean I will need to change it so that when the user clicks a tile it changes to a new 'selected' actor rather than an anim, so will therefore have an 'x' value?

This seems like a bad idea as increasing the actors will only make the game heavier, unless I include some kind of kill action.

I am sure I am probably looking at this the wrong way.

Thanks in advance.


Superfried

2
Ask a Question / Re: Make actor follow user selected path...
« on: March 01, 2012, 01:03:19 am »
Hi Hectate


Yes, I was thinking about that. Diagonal movement will not be allowed. With regards to different ways to get from A-B, I was thinking that one way to solve this is to insist the player selects every tile on the chosen path. Therefore he will always have a tile perpendicular to his location to move towards at any given time. This will also make it more tricky for the player especially as things speed up, but for longer, straight runs they would be able to use a swipe movement across multiple tiles rather than individually selecting each.

I have been trying to find game examples on the forge, but nothing so far. I found an interesting AStar pathfinding example, but when I opened it something was broken and it would not test. I also stumbled upon the pathfinding example by Greg, but this looked very complex and I was not sure I would be able to tweak this to my requirements.

Thanks for your help.


Superfried

3
Ask a Question / Re: Make actor follow user selected path...
« on: February 29, 2012, 04:50:10 pm »
Wow, thanks for the prompt reply, I assume you are on a different time zone.

I will check it out and let you know.

As you were...



Superfried


4
Ask a Question / Re: Make actor follow user selected path...
« on: February 29, 2012, 04:25:06 pm »
Hi


Thanks for both of your replies.
I will take a look at the slide/tween options.

With regards to v2 a couple of question...

So, first question, when is v2 likely to be released?
Secondly, if I download the nightly build, will it replace the current version of Stencyl I am using or be usable in addition to the current version?
Lastly, with the follow path behaviour, does this have to be a pre-set path or can it vary depending on the user in put?


Thanks in advance.


Superfried

5
Ask a Question / Make actor follow user selected path...
« on: February 29, 2012, 10:25:04 am »
Hello

Ok, so I am trying to develop a slightly unconventional control system for my main character. This will be for ios. So, imagine the floor is made up of square tile actors which are can be turned on or off by the users touch. Now, when the user selects a tile, after a pre-determined amount of time the player will move in the direction of the selected tile. Once the player reaches the tile in question, if a second tile has since been selected it will now move towards it. If not it will continue on it's original path until it reaches something solid or his doom. When the player makes contact the with a selected tile it becomes de-selected. (Please see visuals attached).

In principle this seems very straight forward, but in practise I think it could be quite complicated. I am not too hot with Stencyl yet, but I assume I need to create a boolean to declare whether a tile is selected. I presume I then set up a movement towards it and then clarify that when the x/y's are equal it should check for another selected tile.

However, how do I make sure he only travels at 90 degrees? Also, how do I make sure he moves towards each selected tiles in the order in which they were selected?

I am sure this is a little confusing so I have attached some visuals.

Any help will be gratefully received.


Superfried


6
Ask a Question / Re: Cant add actor to scene
« on: February 28, 2012, 04:55:42 pm »
If it helps, I had a similar issue where I wanted to place an anchored actor at the bottom of the screen and the same width with a gradient from black to transparent to contain the scores etc. I made the actor 1pixel less in width so it could be stamped. Then when placed on the scene, I was able to scale the actor 1pixel wider and it still remained in situ. Maybe this is a trick. No good for those wishing to use actors larger, but might work if you want the same width.


Superfried

7
Old Questions (from 1.x/2.x) / Re: Best approach for an ebook
« on: February 27, 2012, 01:07:36 am »
Thanks Learner.

8
Ask a Question / Re: Jumping top down?
« on: February 27, 2012, 01:00:44 am »
Hi Dead Moose

Sounds interesting, looking forward to seeing the demo. Just working on a test version of the jump anim at present and we seem to have stopped collision when jumping by simply removing the collision detection shape on the player. Now it i just a matter of working out timings to ensure the jump can clear the hazards etc and making it run more efficiently.


Keep us posted.


Superfried

9
Old Questions (from 1.x/2.x) / Re: Best approach for an ebook
« on: February 26, 2012, 12:25:24 pm »
Hi Learner


Hmm, that does indeed seem a potential issue, especially as I was intending to do some parallax action which will push the atlas capacities even further.

I am also new to Stencyl and at the moment I am creating an iOS game, but since the story line of the game like a children's tale, I thought it would be cool to create a kid's ebook as well.

I am struggling with the game as it is, so the book may have to go on hold, but I was trying to do as much research as poss. in advance. I will let you know when I am back on the book if I have any useful insight.


Thanks for posting the links.


Superfried

10
Old Questions (from 1.x/2.x) / Re: Best approach for an ebook
« on: February 26, 2012, 06:57:57 am »
Sorry to jump in, but this is similar to something I asked the other day which did not receive a reply. So am I right in thinking there is no way of creating an ibook/ebook where you create one set of graphics for iPad and it will generate the secondary sets for iPhone 4 and 3, in a similar fashion to the way Stencyl generates secondary graphics when developing iPhone games for retina?


Superfried

11
Old Questions (from 1.x/2.x) / ibook question...
« on: February 24, 2012, 06:28:12 am »
Hello Stencylers


So, we are making an ios game, but the storyline is like a children's story. Consequently, we thought it would be ideal to also create a children's ibook. I noticed there is an example on Stencyl, but apart from that I have not been able to find any further information. I am assuming we can simply create a series of linked scenes with interactive user triggered animations. We could also make it so the user can not proceed to the next page until they have triggered a key event etc.

The question I have though, is if we create an ibook with this template, will this only be usable on an iPad or will the graphics be automatically scaled down for the iPhone devices? If the images are not automatically scaled, does that mean we would have to create three versions of every anim/image to accomodate each peripheral and code it to detect which is being used?


Thanks in advance.


Superfried

12
Ask a Question / Re: Anchored actors disappear?
« on: February 23, 2012, 04:14:47 am »
Hi Alexin


No worries. Really appreciate your help so far, so please do not take any comments made the wrong way. I can imagine you are constantly inundated with with questions and problems.

As you were...



Superfried

13
Ask a Question / Re: Jumping top down?
« on: February 23, 2012, 12:53:49 am »
Hi Dead Moose


Thanks for your reply. I am also the graphics guy and code guy, hence why progress is slow!
Your game sounds interesting, what stage is it at?

Your info. is really useful and suggests I was heading in a similar direction to yourself. I will try and build the jump action and then I have the tricky and unusual control system to look into, but that is another story!

Thanks for your help and I will let you know how I get on.


Superfried

14
Ask a Question / Jumping top down?
« on: February 22, 2012, 04:57:56 pm »
Hello

I have searched extensively, but I have not been able to find anyone trying to do something similar. I am creating a puzzle/action game for ios where the main character progresses vertically up the screen. Initially I was planning to make the game in 3D isometric, but found the 3D graphic packages very frustrating and therefore decided to stick to my 2D roots, which enabled me to also use Stencyl! So now the game is in top-down view, I no longer have the benefit of physics with regards to making the character jump hazards etc.

Consequently, my only idea so far has been to set-up a jump animation which makes the character progress a set distance. Whilst that animation is playing, either state that all collisions are void or remove the collision detection during that animation. Then when the animation is complete, if the character is now standing over a tile he lives, if not he dies.

However, before I investigate this option I was wondering if I am missing a trick, there is a much simpler option or that my idea will simply not work for some reason. 

I have included a screen grab to help clarify.


Thanks in advance.


Superfried

15
Ask a Question / Re: Anchored actors disappear?
« on: February 22, 2012, 12:32:56 pm »
Hi Alexin


Sorry about all the posts. Bizarrely the new xcode does seem to have now made a difference, after several tries and performing tests in a completely new blank scene, it then decided to work on the original scene? To make the actors appear anchored at the bottom of the scene I need to place them at the bottom of the screen boundary when your are viewing the very top of the scene. Strangely this does not place them in the same location in the flash test.

Another strange thing. The actors graphics still look degraded in the software and in the flash test. However, they look fine in the ios simulator?

Lastly, for some reason, if I change the background colour to a scene, it still appears as black in the ios simulator?

Thanks in advance.


Superfried

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