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Messages - eidern

Pages: 1 2 3 4
1
Ask a Question / Re: Mochi ads once displaying, but not anymore?
« on: September 15, 2012, 08:56:19 am »
Okkkay, I made another Test and I think I'm lost :
With another Mochi Id (of one of my previous working games), it works, the Ads correctly displaying..
With this particulare Mochi Id (well copy pasted) it displays nothing...
I checked on the mochi Site, the Ads are activated, so I sent them a mail, because obviously the problem came from Mochi..

Thanks for trying to resolve this :)

2
Ask a Question / Re: Mochi ads once displaying, but not anymore?
« on: September 14, 2012, 10:34:48 am »
problem is : it doesn't work locally, neither online (i've put it on my ftp for a test)

3
Ask a Question / Re: Mochi ads once displaying, but not anymore?
« on: September 14, 2012, 05:07:44 am »
yes, after checking it was you that showed us how to add the clickAway add code :)

Well, I didn't post all the code but it's declared, I don't think the problem to be code related, because as I said, it worked one month ago..

The strangest thing is that even the code block "show mochi Ad with size" doesn't display a thing..
I don't understand why

just to be sure, here's the whole event :
Code: [Select]

package scripts
{
import flash.events.*;
import flash.net.*;
import flash.filters.*;
import flash.display.BitmapData;

import Box2DAS.Collision.*;
import Box2DAS.Collision.Shapes.*;
import Box2DAS.Common.*;
import Box2DAS.Dynamics.*;
import Box2DAS.Dynamics.Contacts.*;
import Box2DAS.Dynamics.Joints.*;

import stencyl.api.data.*;
import stencyl.api.engine.*;
import stencyl.api.engine.actor.*;
import stencyl.api.engine.behavior.*;
import stencyl.api.engine.bg.*;
import stencyl.api.engine.font.*;
import stencyl.api.engine.scene.*;
import stencyl.api.engine.sound.*;
import stencyl.api.engine.tile.*;
import stencyl.api.engine.utils.*;
import org.flixel.*;

import flash.display.MovieClip;
import mochi.as3.*;

public dynamic class Design_132_132_ extends SceneScript
{
//Expose your attributes to StencylWorks like this
[Attribute(id="1", name="Display Name", desc="An Attribute")]
public var attributeName:String;
//Then in the constructor or init(), add it to the nameMap like this
//nameMap["Display Name"] = "attributeName";
//This lets API calls using attribute names to use the display name

public var adHolder:MovieClip;

public function MustClose():void
{
  org.flixel.FlxG.state.removeChild(adHolder);
}

//Do all actor initialization here
override public function init():void
{
// addWhenUpdatedListener(null, update);
      //addWhenDrawingListener(null, draw);
      adHolder = new MovieClip();
adHolder.x = 340;
adHolder.y = 0;
org.flixel.FlxG.state.addChild(adHolder);

MochiAd.showClickAwayAd( {clip:adHolder, id:GameState.mochiID});
}

/*
//This is executed every frame of the game
override public function update():void
{



}

override public function draw(g:Graphics, x:Number, y:Number):void
{
}

override public function handleCollision(event:Collision):void
{
}

*/

//Leave this alone. Do your initializing inside init()
public function Design_132_132_(ignore:*, scene:GameState)
{
super(scene);
}
}
}


4
Ask a Question / Mochi ads once displaying, but not anymore?
« on: September 14, 2012, 01:03:24 am »
Hello, i inserted into a scene a custom behavior created in code mode, with the help of someone who posted long time ago about adding click away ads on game..
the behavior is called whith my winning stage stage scene,
it creates on the scene an adHolder movieclip which displays the clickawayad mochi function, with my mochiGameId


Code: [Select]
//additions
import flash.display.MovieClip;
import mochi.as3.*;

(...)

//Do all actor initialization here
override public function init():void
{
// addWhenUpdatedListener(null, update);
      //addWhenDrawingListener(null, draw);
      adHolder = new MovieClip();
adHolder.x = 340;
adHolder.y = 0;
org.flixel.FlxG.state.addChild(adHolder);

MochiAd.showClickAwayAd( {clip:adHolder, id:GameState.mochiID});
}


So last time I've checked, the click away ads appeared, and now that I wanted to submit the game to mochi in order to test it and approve it, they told me that ads aren't visible, so I test the game again, and that's true, no ads showing up anymore?!
Is there some sort of security change that were made in the last couple of month?
or is there something else obvious that I didn't noticed?
Thanks for your help

5
Resolved Questions / Re: Custom Event not visible by all actors
« on: May 22, 2012, 10:55:34 pm »
ah okay,
I've wrongly supposed that this fragment of code, as it was under the "for both" section, should see in both actors and scenes..But it's not.

And you're right captaincomic, it's a scene behavior, not an actor one, I type my messages too fast sometimes ;)

Thanks again for your replies, it helped me a lot

6
Resolved Questions / Custom Event not visible by all actors[SOLVED]
« on: May 22, 2012, 08:08:57 am »
Hello, I got on a scene an actor with a Behavior wrote in CodeMode.
in this Behavior I got a custom event declared like this:
Code: [Select]
public dynamic class Design_132_132_ extends SceneScript
{

public var attributeName:String;

public function MustClose():void
{
  //code in it
}

In this scene I put another actor which should Triggers this event with

TRIGGER EVENT  MustClose

But when compiling it says that the "MustClose" methode is undefined.

How can I make it visible by all the actors on scene?

7
Resolved Questions / Re: Collision between an Actor and a Tile
« on: May 19, 2012, 02:08:10 pm »
okay, I wasn't aware about the cannot be pushed collision system.
I turned it as a sensor and it's good now,
thanks !

8
Resolved Questions / Re: Collision between an Actor and a Tile
« on: May 19, 2012, 07:34:44 am »
No issue for this one?

9
Resolved Questions / Re: Collision between an Actor and a Tile
« on: May 18, 2012, 12:36:21 pm »
It is set to "cannot be pushed"
SO I've tried now to set it to "normal" and it works, with the normal setting the bullet explode against tiles, but in my case it Needs to not be pushed, so how can I leave it with this physic state and le tit collides with tiles too?

10
Resolved Questions / [SOLVED]Collision between an Actor and a Tile
« on: May 18, 2012, 02:03:18 am »
Hello,

I don't understand why an actor on stage passes trough a Tile, even if their collision group are well detreminded:
I've got a "Bullet" actor, which should explode when it collides with a tile, here are the events within bullet actor


But even if the actor passes over a tile, it doesn't explode, And in it's collision group (bullet collision group) it's set to collide with tiles too.
Where is the mistake?

11
Ask a Question / Re: Create actor Question
« on: May 04, 2012, 10:55:37 am »
I'm not sure to have understand all, but I guess you means that your actor rotates and it rotates around the Xpos and Ypos?
If so, you just have to create your explosion at Xcenter of self instead of X of self, and make sure that in your actor appearance (first tab of your actor) the origin point is set to Center

12
Never mind,
It was the stupid problem that I've got from 2 hours..a lack of controlling my vars
and it was the exact coordinates of the 1st ennemy, of course..
2 hours that I made multiple checkings for nothing..

I really need to go to sleep :p

thanks again anyway

13
Hello,
Is it something that I've done wrong or is it a kind of bug that I've got when using multiple actors?
i put on scene an ennemy actor, which got a behavior that make it rotate toward the player, and when the "fire" event is set (with a timer) it creates a bullet starting at ennemys X & Y pos.

Everything works fine with one ennemy, but when I put a second one, when the second one fires, the bullet is created from the X & Y of the first ennemy that I've placed on stage.
I add that the bullet aims correctly to the player : the first ennmy is placed above the player, so it fires a bullet that goes down, and the second ennemy is placed below player, and the bullet is fired from the 1st ennemy, but aim and goes up, as if it was the 2nd ennemy that fired

here's the code of the behavior included in each of these actors:

14
Resolved Questions / Re: Acces to Actors on Stage
« on: May 03, 2012, 01:09:26 pm »
Excellent !
it has worked like a charm with the Actor type!!!
Thanks again !

15
Resolved Questions / Re: Acces to Actors on Stage
« on: May 03, 2012, 04:52:38 am »
okay, thanks, I Didn't know about the 'intialization lag' from beahviors.
But even with your method, I get the same problem:

on the get actor value block, I cannot chose the actor which got the Targetted value that I want.

On the scene I've got:
the actor(aim) that choose dynamically which actor to target andnow get the _Targetted actor value
the actor(ennemy) targetted by the one above (which is dynamically selected)
and The actor(missile) that must retrieve the _targetted value to know where to go

But if I use in the actor(missile) the
Code: [Select]
get actor value "_Targetted" for [self]

in the [self] block I can only choose:
Self : which is not what I want because the missile actor doesn't get this value in it
Last created Actor: neither, because it was created long time ago
Last collided Actor : neither, because missile hasn't collidied with anythin
Choose attribute: neither, because it's dynamically created and I cannot select an actor to target by the mouse in the editor, because it can be any actor to target.

That's why I tried to use behavior at first, because I can retrieve them more or less, here I don't see how to get it

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