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Messages - zeljko46

Pages: 1 2 3 ... 6
1
Resolved Questions / Re: How do i call events from code?
« on: February 27, 2015, 09:18:23 am »
Ohhh, so you use the "_customEvent_" prefix, thanks!

2
Resolved Questions / How do i call events from code? [SOLVED]
« on: February 27, 2015, 08:45:53 am »
Hey guys, could you tell me how would you trigger a custem event from inside a code block?

3
Ask a Question / Increasing number range
« on: January 05, 2015, 11:56:08 am »
Hey there guys, so i was wondering if i can make number attributes hold bigger values than they currently can. I noticed Game Attributes are larger(right?), but i don't want to save the data. Is this possible in an easy way or do i have to make it manually using strings or lists?

4
Resolved Questions / Re: Coding data types
« on: January 04, 2015, 08:57:48 am »
Oh, thanks Rob :D (that c++ is doing it's business on me)

5
Resolved Questions / Re: Coding data types
« on: January 04, 2015, 07:54:30 am »
Forgot to say i tried that too.

6
Resolved Questions / Coding data types[SOLVED]
« on: January 04, 2015, 07:41:33 am »
Hello guys, i have a custom block made to flip a text, but i am encountering a problem(first attachment). Okay, so i should just initialize with "Int", right? Seems not (second attachment). What am i doing wrong?

7
Ask a Question / Re: Commas every 3 orders of magnitude?
« on: January 18, 2014, 04:23:05 am »
Even though it was hard to figure out and debug, i made it like this so it works indefinitely(the attachement)
god, i'm so proud of myself, was working on making it happen somehow(i tried all kinds of stuff) then i bumped into this post and here we go :) hope this helps someone :) i have a game with really big numbers(it's an idle game :) )
also 2 notes:
1) you can't make this a global custom block
2)at the end (i don't know why it didn't show in the attachement but oh well)you need to empty the list

8
Ask a Question / ArrayUtil.insert not working with strings
« on: January 17, 2014, 02:51:52 pm »
I tried using ArrayUtil.insert with a string, like in this code:
Code: [Select]
var tmp : string;
tmp= __Text;
var num : int;
num= 4;
while(num<tmp.length-1)
{
ArrayUtil.insert ( tmp, num, ",");
}
return tmp;
Even though strings are arrays, i get this error:
"Implicit coercion of a value of type String to an unrelated type Array."
which i get says "You can't use a string where an arraay should be you dummy"
What am i doing wrong? or is it just not possible?
Also, i could do it differently if i knew how to use attributes in Global Custom Blocks

9
Ask a Question / Re: How can i flip a text?
« on: January 17, 2014, 01:35:54 pm »
Damn i didn't remember that, even though i did something similar while learning c++ :) thank you very much sir :D btw if you were asking why, i'm not telling you ;) (i want to add commas every 3 digits on a number (100000000 becoming 100,000,000) so my solution was to add a comma every 3 numbers. i realized that it works from the first digit, and so on (100000000 becoming 1,000,000,00) so my solution was flip the text, do the replace, and flip it back. maybe it's not the most efficient solution but hey, i think it's unique :DDDD)

10
Ask a Question / How can i flip a text?
« on: January 17, 2014, 05:51:26 am »
How can i flip a text in stencyl? not like a tweening effect, but more like having a custom block 'Flip text [text]' and it returning a value like this:
Flip text: AsdG1009
returned value(also text) 9001GdsA
Please help :)

11
Windows / Mac / Flash / HTML5 / Idle Downloader
« on: January 14, 2014, 05:19:44 am »
"You have been hired by the government of the United States to download files... You get money for it so who cares? They gave you a top-notch super-computer, but your bandwidth... Download files, earn money and... that's it.
Instructions:
Start the game, download files to earn money and experience, upgrade your bandwidth.
How to speed up your download? By mashing the progress bar of course! How else would you do it? Click the progress bar to download faster."
Hey guys this is my first idle game, i made it in a 24h deadline, so i hope it's good :) If you have anything, and i mean anything to suggest, post a reply here or a comment on kongregate :)
http://www.kongregate.com/games/zeljko46/idle-downloader

12
Resolved Questions / Re: Using lists to get Actor Type names
« on: January 13, 2014, 01:09:23 pm »
Yes i meant game attribute. I know this code needs a string as a parameter, but i don't know how to get a string out of a list only using code.
EDIT: Scratch that, how do i use a game attribute in code?
EDIT2: Pretty simple actually, i never saw a code to use game attributes, but now i know. i simply used
Code: [Select]
getGameAttribute("File") as Numberso the whole code was
Code: [Select]
getActorTypeByName(_Filesbyorder[(getGameAttribute("File") as Number)])Meaning this is solved :) thanks Rob :)

13
Resolved Questions / Using lists to get Actor Type names[SOLVED]
« on: January 13, 2014, 12:55:51 pm »
Hey everyone :) i haven't been on for a while, but today i got an idea for a game and worked on it for the whole day :) it's almost finished (pretty simple :D ) but i encountered a problem. i tried using a code block to get text from a list and turn it into an actor type. here's how it looks:
Code: [Select]
Code: getActorTypeByName(_Filesbyorder[_File])_Filesbyorder is the list and _File is a global variable. This code is being used in a 'create actor type' block. What am i doing wrong? i tried using '  "File"  ' but i get the same results. Please help :)

14
Ask a Question / Re: Sword attaching platformer problems
« on: June 05, 2013, 05:21:48 am »
Hey ! i found the problem! In the actual sword actor type, the animations weren't selected properly(i have no idea how o.O). I debugged it so that it would draw text of which animation is playing. when i started the game, no text appeared. first i was like 'wtf?' but then, in the scene inspector, the sword showed that it had no animations selected. i selected them from there, and it worked perfectly :).

15
Ask a Question / Re: Sword attaching platformer problems
« on: June 04, 2013, 10:38:27 am »
Yes i did. The sword is attached properly, so the behavior works by there like it should

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