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Messages - jooohnn

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Ask a Question / Re: need a »follow when in range« behavior
« on: September 23, 2013, 10:23:15 am »
Thank you I'm glad you liked it ! I'm looking forward to trying out your game too ! If you have any question don't hesitate to post them here I'll be sure to check them out. And Tuo and Photon are both awesome and they usually have really good advices !

Ask a Question / Re: need a »follow when in range« behavior
« on: September 23, 2013, 03:54:45 am »
To check if the player is on the right of your zombie you can check "if x center of player is >= x center of zombie" (the player is on it's right) and just set an otherwise to check if it's on the other side.

You can check for their position after checking for the distance between the two actors.

Ask a Question / Re: Gravity Regions?
« on: September 13, 2013, 03:04:40 am »
For the behavior to appear in the Customize inspector you first have to create a new Actor Behavior (Create New > Behavior > Actor Behavior) and put your code within this behavior. Then attach this behavior to your Actor. Also don't forget to set the region variable as "not hidden" inside your behavior, it will allow you to set it from your actor.

Then, within your scene editor you'll be able to choose the region by click your actor, going into the inspector and clicking the Customize check box and then you'll see the region variable, click on it and it will let you choose your region within the scene.

That's not the best way to do it but that's the simplest way I see to start experimenting with things.

Infos about behaviors :

Ask a Question / Re: Gravity Regions?
« on: September 13, 2013, 02:56:57 am »
You're right they are additive but what I meant is that both are in the same direction so there is no point in having both as it is. Setting only one of those with a 55 force would be cleaner.

I'd like to also add some details about what I said with the "Dir" values I pointed out (0, -1 and 1). Since the direction is related to a point, for the mainly used cardinal directions (N - S - E - W) and their first combination (NW - NE - SW - etc.), you can work with those three values only, just as a mean to simplify things again. "xDir : 0 and yDir : 1" is the same thing as "xDir : 0 and yDir : 90" but I find it clearer to refer to -1 and 1 just as positive and negative directions, a personal preference.

Ask a Question / Re: Gravity Regions?
« on: September 12, 2013, 03:21:34 pm »
I'll get back to you tomorrow and tell you in details what I mean

Ask a Question / Re: Gravity Regions?
« on: September 12, 2013, 01:47:58 pm »
Yes but your second push block is useless. It is immediately overwritten by the third one. Also the way this block is set, the push with directions, the values you have to put in the Dirs are 0 1 or -1 (do nothing, go positive, go negative). If you want to push down you would put xDir : 0 and yDir : 1. If you would want to push "North/East" you would put in xDir : 1 and yDir : -1.

I don't remember if you can choose the region through an actor event but just to be sure that you will be able to you can copy paste this into a simple actor behavior and attach the behavior to your actor. You can then access this behavior by double clicking your actor inside a scene and checking the "customize" button in the inspector.

Add your region as a variable too and set it to "not hidden", that way you'll be able to select your region right inside the scene editor with the above technique.

PS: Thank you !  :P

Ask a Question / Re: Gravity Regions?
« on: September 12, 2013, 01:31:29 pm »
In your behavior you have two Update events so that can cause problems. The way it is set up right now, since both the updates trigger at the same time (every engine step) then one is always overriding the other. Keep the first Update event, put one push block with the correct general parameters you want then do this : put your "if inside region" block right above the firs push block, within it put a push block with the parameters you want and add a stop block right below this push block. That way when your actor is inside the region the first push is taken into account (the one inside your if statement) and not the second one.

I'm doing a bit of topic digging but I figured that this was worth noting. I just realized that the "swf does not exist" error, that eventually led me to this topic, also happens when two custom events have the same name in the same behavior.

I froze for a minute or two just now because all of a sudden my game wasn't compiling anymore. After that I realized that this was the issue and just changed the faulty event's name. Since the error is not reported in the log and the console only notes "swf does not exist" I figured that this could help some users better understand the issue.

But maybe you guys already know about this !

Bundled Behaviors / Re: Behavior Inspector (inspect attributes at runtime)
« on: September 10, 2013, 03:40:49 am »
Oh that's definitely very, very cool ! No more "ok... so now print me this value... and now I must check this one just to be sure... and then, oh, I need to print-check this one too..." ! SInce I have kind of an OCD with play-testing and value checking I'll definitely give that a try !

Game Ideas / Re: Do you guys like difficult games with 8-bit graphics?
« on: September 09, 2013, 11:54:01 pm »
Bottom line for me would be : do the games you want to do. Whatever we say, everybody can have a different opinion, either ironic or sincere, so ultimately just do the games you would want to play and don't worry about anything else.

If your game is good. Then it's good.

Game Ideas / Re: Do you guys like difficult games with 8-bit graphics?
« on: September 09, 2013, 06:39:45 am »
Totally behind you Alexin ! Tough retro platformers are the worst.................  :o

Fixed Bugs (3.x) / Re: Renaming haxe Class when renaming behavior
« on: August 30, 2013, 12:55:13 am »
Oh what a nice surprise ! I though I was just throwing a bottle at the sea... I really appreciate the move it's going to make some of the development a lot faster to do !

Thanks again !

Old Questions (from 1.x/2.x) / Re: Jump and Slide Behavior
« on: July 22, 2013, 12:48:13 am »
It can handle sliding an actor with physics yes but in the case of Hops, again it's just a guest, I would say that the effect wanted would have to be controlled and be the same every time so that as a player you would understand immediately how much time and distance you have between your landing and the end of your slide. Since it's the core gameplay of the game it must be the main focus of attention.

Each time you include physics in your game you get randomness with it too, it can be good but it can be undesired in some cases. If you simulate the physics effect manually you have an entire control on how it behaves and thus a better control of what your players can and can't do in the game. It's not suited for every game but I think Hops uses this method.

Ice would mean no friction though so with physics you would have to test and tinker with friction to set the right amount of friction.

Old Questions (from 1.x/2.x) / Re: Jump and Slide Behavior
« on: July 20, 2013, 11:10:07 pm »
I don't think Hops is his game.

@SirMammingtonham There are several ways to do it. I'm not sure but I think Hops simulates inertia without the physics part. I would guess that it triggers the same sliding behavior every time the character lands.

You can do it yourself it's not too complicated. If you have the Jump and Run kit go through it's logic, that should give you a jump start. One way would be to set a trigger when the character lands on the ground and to set his x-speed to a variable equal to his x-speed during his jump (or his x-speed right at the moment of the landing). Then progressively decrease that variable until it reaches 0. You can then apply the logic you want to the way the speed is decreased. Your actor would have to have no friction to avoid any interference with your behavior, for that you can set him as an ice material in the actor's parameters.

The Slowdown behavior of the Jump and Run kit can help you out.

Fixed Bugs (3.x) / Renaming haxe Class when renaming behavior
« on: April 29, 2013, 08:46:05 am »
It would be great if the haxe classes made out of behaviors could be renamed in sync with the renaming of behaviors into Stencyl.

It would make finding behavior files and working directly with haxe on classes easier. I ran into this small issue at the end of Impossible Pixel while trying to work directly into Xcode. When looking for my in-Stencyl "Ground Something" behavior made from a modified "Air Something" behavior, I still had the name "Design_249_249_AirSomething" which can be confusing. I had to constantly refer to the in-Stencyl behaviors to find the corresponding ones.

It's rather small but could be quite useful for some "advanced" uses. I hope it's not too complicated and can be done.

Cheers Stencyl Team !

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