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Messages - thebangzats

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Windows / Mac / Flash / HTML5 / Re: Pen Collision
« on: June 24, 2011, 10:43:22 am »
Wow, ANYTHING on screen huh? Pretty powerful, AND the exact thing I need for what I'm working on, now I don't have to worry about separating lights in layers or something like that.

Also I think I understand your explanation about where it detects the color. Though the code,
Code: [Select]
_PixelColor = FlxG.buffer.getPixel32(actor.getX(), actor.getY());How do I add another pixel getter? Since you said if I'd need 2 sensors instead of just one.

Though I guess I could put it dead-center, maybe with the excuse of "guards won't chase you unless the spotlight confirms it's you, they won't go crazy after seeing a silhouette of a hand"

Thanks again :D

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Windows / Mac / Flash / HTML5 / Re: Pen Collision
« on: June 23, 2011, 05:37:11 am »
Does the color detection work if the color is on the background?

Am currently working on a game involving hiding in the dark, and when you hit a white spotlight for example, you are seen. I would like the lights to instead be an animated background so I can make complicated patterns without having to make them as actors.

Also would color detection work if say, instead of that box you used in the example, a human sprite with a more complicated walk cycle?

Thanks in advance.

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Shared Resources / Re: Cutscene pack (now available)
« on: June 21, 2011, 09:07:52 am »
Yep, I can see it fine now.

D:
A shame, I really needed dynamic text like that.

Let's see... that'd require an attribute for the text & an attribute for the dynamic text, but how would you go about linking them seamlessly into one message?

EDIT: Wait a sec... what about the Text + Text block?
So it's [Text 1] + [Dynamic Text] + [Text 1], a [Hello] + [Greg] + [, nice to meet you.] would become Hello Greg, nice to meet you. I'll go test it out

EDIT2: It works! Well at least I have a fix for myself.

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Shared Resources / Re: Cutscene pack (now available)
« on: June 21, 2011, 08:19:01 am »
Weird, I can't seem to find it either.

Are dynamic text possible in the dialogues?
For example you input your hero's name and someone says "hello [heroname]", it'll say something like "hello Greg."

If not, has there been a behavior that allows this?

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