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Messages - Ben2998

Pages: 1
1
Completed / Re: Pre-Ship (Bundle) all the most important behaviors
« on: April 23, 2012, 04:21:36 pm »
Another pre-shipped behavior enhancement: Falling on release for the "Run and Jump Movement" behavior.

Right now, I'm trying to make it manually but I have trouble making a convincing one and I can't find a good example on StencylForge anymore.

2
Completed / Re: Pre-Ship (Bundle) all the most important behaviors
« on: April 15, 2012, 05:16:31 pm »
Is the Score Behavior iOS-friendly?

From what I can see, it is set to draw text instead of using the "label" technique for both iOS and Flash.

3
Thanks just4yoshi for the reply but after some head-scratching, I've figured that I was doing it the other way around.

All I would have to do is to add the icons to the HUD I've made and modify the number of lives on the different levels. Much easier to track and to modify for each levels!

4
Hi everyone,

I'm currently making a game where the player has a limited max number of lives that varies from levels to levels and the difficulty. Think of this like a par in a golf game.

At the beginning of a scene, the maximum number of lives will appear on the top left corner. Every time the player gets hit, one life will switch from the "normal" animation to the "life lost" animation.

I've created a new scene behaviour that initialize the counter and keeps track of the number of remaining lifes and I also made an actor that represent one life.

My problem is that I can't figure out how to refer to each "life" actor created individually so that I can place them one next to the other and that I can tell the game which actor to change when the player loose a life.

Right now, the code looks like this (screenshot attached):

Code: [Select]
When Created {
 Repeat until ("Life Left" = "Number of lives"){
    Set "Life Left" to "Life Left" + 1;
    IF ("Life Left" = 1) {
        Create "Life Actor" at (x="5", y="5") at "Front";
    }
    Otherwise {
         Create "Life Actor" at (x="??", y="5") at "Front";
    }
 }
}

Now, how can I refer to a previously created "Life Actor" to specify a different X for each lives?

And can I use the same method to determine which actor to change the animation when the player lose a life?

5
Old Questions (from 1.x/2.x) / Re: Button to move actor
« on: April 04, 2012, 10:01:09 pm »
Hi mikeoui,

It seems like you're using the Touching event. Touching only works on iOS, if you want to make a Flash game you must either use the Mouse or the Keyboard event.

First, on your Dashboard, go in Controls and create a new control. Give it a name and a key.

Go back to your actor and create a new behaviour. Open the behaviour and add a new Keyboard event (under Input).

For the Open trigger, you may want to change the block you're using to something else, look under Actor>Motions.


If you want, you can also try the included behaviours by going back to your actor and select Add Behavior, you will find a set of pre-made Behaviors under My Library.

6
Old Questions (from 1.x/2.x) / Compiling errors for Simulator
« on: April 04, 2012, 09:35:16 pm »
Hi,

I'm working with Stencyl 2.0 beta and every time I want to test my project for the Simulator, it doesn't compile.

I've started the project on 1.4 Windows and switched to 2.0 Windows and wanted to build it using tonight's build on a Macbook Pro.

Feel free to ask for any informations you need!

I'm not sure how Stencyl handles compiling so I thought I should send you the log. Is there any documentation on how to troubleshoot build errors?

Thank you

Errors:
Code: [Select]
Behavior: 0
Source File: ActorEvents_0.mm
Line: 50
Reason: cannot convert 'objc_object*' to 'float' in assignment

Full Compiler Log attached!

7
Hi NexusxAlpha,

I stumbled upon this while browsing Stencylpedia. Look at the last paragraph, hope this helps!

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