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Messages - zcstrife

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1
Ask a Question / Re: Actor on tile detection?
« on: October 24, 2016, 12:51:14 am »
Ok it actually works, thanks!
I had the wrong event activated. In my test event working with tiles, when self hits an actor of Tiles, if data for tile at row,col= mountain, having my player's collision bounds set as sensors, it almost works, but tiles only detect collision at their borders.  A shame I could almost have it work with tiles.
Anyway this works with actors.

Thanks a lot BMJ!

2
Ask a Question / Re: Actor on tile detection?
« on: October 23, 2016, 04:11:35 am »
Hi BMJ and thank you for your answer. I tried using a boolean with "when the player hits something else" or "actor of type", etc... but it seems the collisions are only detected around the edges. So whenever the player doesn't touch the border while being inside the other actor collision bounds, colliding is set to false. I might need to do more test, but it seems this is how it works.
When you think about it, it's quite logical, since the block is called, when the actor hits something else. Meaning, it only occurs when it hits something, not while it collides?

Oh and if my screen is filled with actors, actually not that much, 60 max.

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Ask a Question / Re: Actor on tile detection?
« on: October 19, 2016, 12:16:10 am »
Thank you BMJ & tigerteeth for clarifying things for me.
I don't know where exactly, but I read before that we had to use as less actors as possible in stencyl for performance.
Anyway, if using actors won't affect performance, that's great, I'll use actors then. I didn't know what "always simulate" was for, thanks again.
The only thing is that I have a tileset made of 72 tiles for my mountains, meaning I will have to create 72 actors. It will be a little messy to manage and harder to place them on the map. And It means that my scene will sometimes be completely filled with actors.
Also, how can I detect actors are not colliding (my player is not inside the collision bounds of my mountains)

By the way, sorry, english is not my native language, I got confused.
Thank you everyone.

 

4
Ask a Question / Re: Actor on tile detection?
« on: October 18, 2016, 07:03:16 am »
Ok, this kind of work, but not correctly, still have to figure out why.
The only problems is that with this method I can't detect the collisions bounds of each tiles.

Again, it would be so much more easy if the tiles could act like actors, having collision bounds, and being sensor.

I made a mistake, reversing col and row, now it works properly.
The only problem I have, is that I wish i could add a "if is within collision bounds of the tile".

5
Ask a Question / Re: Actor on tile detection?
« on: October 18, 2016, 06:26:22 am »
It looks like what i'm trying to achieve. But I can't change all my tiles into actors.
My player will be walking on a more complex map, made of different tiles(not just plain squares like in the example)
The tiles won't have specific positions on the map, the map will be huge, i can't just make condition based on known x,y coordinates of my tiles, because i might change their location in the future.

I'm starting to wonder if I can have tiles that have properties for the players.
Imagine I have a tileset to draw mountains on my scene.
When i place those tiles on the scene, I want my actor to slow down while going throught those tiles. I don't know in advance how i will be placing those tiles though.
Using too many actors would make the game's performance really bad.

If a specific tile's collision bounds is shaped as half a square, i want the player to slow down only when colliding with this shape. I'm really starting to think this is impossible in stencyl

6
Ask a Question / Re: Actor on tile detection?
« on: October 18, 2016, 04:35:58 am »
I'm sorry but I really don't understand what you want me to do here.
I don't get why you say "2. Add your animation that you had on it when it was a tile." When my actor was a tile? It never was.
Anyway, let's not focus on what attributes or animations will change.
Looking at my screenshots:
Let's say the white dot is my actor.
I want to detect when my actor is colliding with the dark tiles. If he is then things happen, if not, others things happen.
That simple.


My actor moves on the scene following mouse click, but that's just a detail for you to understand what i'm trying to accomplish here

My "speed tiles", as you call them, will come in many different shapes, it would be a mess to create an actor for each of them. And there would be a lot of them on my scene.


7
Ask a Question / Re: Actor on tile detection?
« on: October 18, 2016, 04:08:53 am »
Ok, this kind of work, but not correctly, still have to figure out why.
The only problems is that with this method I can't detect the collisions bounds of each tiles.

Again, it would be so much more easy if the tiles could act like actors, having collision bounds, and being sensor.

8
Ask a Question / Re: Actor on tile detection?
« on: October 18, 2016, 03:31:50 am »
I'm not sure I understand.
These tiles i can place them anywhere on the scenes.
I already tried something like in the attachment. Adding "rocks" to my tile's data. But it doesn't do anything. And I would still have a problem, i can't find out the collision bounds

Edit:Ok this is stupid, i put coordinates where it asks for row and column

Actually, I would love if it was as simple as colliding with actors (as sensors).

9
Ask a Question / Actor on tile detection?
« on: October 18, 2016, 03:10:52 am »
Hi,

I'm really struggling for now 2 weeks or more trying to figure out how I could detect that my actor is walking on a specific tile.
My game has a top down view, so i need to change the actor behavior(speed, animation) while walking on specific tiles. Those tiles appears in many places on the  different scenes.

My players doesn't collide with tiles, and my tiles have specific collision bounds.

Please, let me know if you can help.

Thanks

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