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Messages - jintrigger

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Ask a Question / Modified Back and Forth Horizontally
« on: March 21, 2014, 12:47:10 pm »
Ok so to keep it simple I have modified the Back and Forth Horizontally behavior in Stencyl so that it not only plays animations but allows the Actor in question to pause and become idle before switching directions. Now I have an attribute to control how long the Actor should wait before going to the next direction but whenever that time is over 1 the actor slides and stop much later than it's suppose to. Why does it only work properly at one second but with each added second the Actor slides more passed his stopping point before actually stopping

Ask a Question / Number of items in list always equals 0
« on: March 17, 2014, 04:33:57 am »
I've attached my code to this post but pretty much what I am trying to fix is the fact that the "get number of items in list" block always returns 0.  Is there something I am doing wrong here?

Ask a Question / Re: Game Attributes and Enabling Behaviors
« on: March 09, 2014, 03:00:20 am »
I wasn't at home to try it but i see what your saying. I should be able to use this code to see the actual names of the behaviors attached to the actor thus being able to put the right string of text in my game

EDIT: Thank you so much! I used your code and I think it will definitely come in handy. I don't sure what the different is but I also noticed how you had the behavior deactivate itself when it was created. I tried it with my behaviors and it seems to be working.

Ask a Question / Re: Game Attributes and Enabling Behaviors
« on: March 09, 2014, 01:45:58 am »
So what exactly does this code do?

Ask a Question / Game Attributes and Enabling Behaviors
« on: March 08, 2014, 12:48:38 pm »
Ok so simply all I am trying to do is to have a behavior enabled based on a text game attribute.  The behavior is disabled by default but when the game starts the behavior isn't enable. The name of the behavior is F_Blast and I've set the text game attribute to "F_Blast" so what isn't it enabling said behavior.

EDIT - I've tried to put the code block in updating and when created

So I'm working on a game and I want a combo bar that empties out when you aren't killing anyone. Basically I need to be able to control the speed of the animation based on a number attribute.
In case I'm not making it clear what I want to do I made a video.....I want a combo meter kinda like the one here

Ludum Dare 28 / Re: Ludum Dare 28 - Are you participating?
« on: December 11, 2013, 03:39:03 pm »
Im still a beginner but Ill be taking part in my 1st Ludum Dare if work allows, but it honestly shouldn't get in the way too much.

Ask a Question / How to get one Actor to follow another
« on: December 08, 2013, 11:44:36 am »
Hello I am making a Space Shooter and I am in the mist of programming my enemy ships. One of the enemy ships (and quite possibly some others) follows the player and when its close enough it swings itself in the same matter one would with an axe. I am having trouble programming a behavior that allows it to follow the ship. Can someone help me.

Could you have two actors? One for the tank and the other for the cannon. That way you can have it rotate freely.

Sweet cause I don't think I'll have it done for GB Jam....I'm stuck trying to do something for my card battling system. It'll be nice to win that subscription and 5 extra days would be nice.

Ask a Question / Randomizing Actor Attributes for a behavior
« on: November 06, 2013, 01:28:23 pm »
Ok I am designing a card battle game for GB Jam and I have an issue. What I have is a 3x3 grid(an actor) that will hold the value of 9 cards(also represented by actors) and it will randomize these cards based off what's in the player's deck after every turn (I decide to have a boolean attribute that will change to true when it needs to re-randomize). So I created my 9 actor type attributes for the cards that will be held by the gird actor. My problem is there seems to be no way to randomize an actor type attribute, so how should I go about this?

EDIT-I should also mention that it will randomize from a list of actor types e.g. the deck

I started on a game for another jam (GBJam) and it started on the 1st and ends on the 10th...Since I began work on the 1st would it ve eligible even though I plan to submit it for another jam?

Ask a Question / Scenes sharing Attributes
« on: November 05, 2013, 03:46:19 pm »
Is there a way that I can have scenes share attributes besides using the game attributes. I need to share more than just text, numbers, and list of text and numbers. I need to share actors I believe. I'm trying to do a card battle system for GBJAM and that is the only thing halting my progress

Ask a Question / Accessing Pencyl while editing Actors
« on: June 16, 2012, 07:26:11 pm »
Is there a way I can do this and if so how do I do it?

Game Ideas / Black and White
« on: June 16, 2012, 02:10:22 am »
I just wanted to annouce my game I'll attempt to make called Black & White. It's about two stick figures, Black and White, who must go around fighting these other Stick figures called The Numbers. Black does battle with two pistols and White has a blade all his own. Each of the Numbers have their own unique weapon and/or skills. There is also this game named Omega who wields a Gigantic Blade and a shotgun type gun. He is enemy to Black, White, and the Numbers.

I want to focus on the game itself so there will be probably no more to the story then what I just wrote. I want it to be a platformer of sorts, thought I am thinking of ways to make it stand out. Taking some inspiration from Megaman Battle Network (one of my favorite games) Black/White's health will be denoted by an "emotion meter." There will be no bars or anything. Also I wanted to have some form of customization (as I enjoy games that allow this). Black, who has guns, can change the properties of his bullets by placing tetris-like blocks in a 2x2 grid (inspired by Megaman Battle Network's Navi Customizer in a way). White on the other hand will be able to customize the combos he does with his blade by equipping up to three "medals" on the hilt of the blades.

Boss battles will be done in a style resembling fighting games and as one might expect the flow of the game differs from who you choose to play as although some stages will require both Black and White and will allow them to switch freely. Also I thought it would be cool to implement characters from a stick comic I use to draw in high school. They would appear in special stages and upon beating them, Black and/or White would receive secret weapons.

I have a lot of ideas in my high to make this game different, but enjoyable. I am in the process of jotting down ideas and drawings. I plan to hand draw most of the graphics myself (they're only stick figures :p ). My only problem is where to start, but I think I got a good idea here.

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