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Messages - gamecreme

Pages: 1
1
Thanks for the reply.
There's a attribute that's count how many actor is on screen, and another attribute count how many actor is touch the tiles.
When both attribute are equal, then trigger the win

but for some reason, when i touch the ground it keeps incrementing, all I want is just +1 to the attribute, so I download some sample from the forge, and saw people using this method to stop the loop, so that the when collision will only +1 to the attribute.
I think this may not be the perfect solution but it work.

If you have other method I would love to learn.
Thank you!

2
Can Anyone Help??

For this bug I need to make the game really simple.
And can't make multiple character on scene.
Getting a bit frustration on it.

3
Old Questions (from 1.x/2.x) / Re: Error when building game
« on: April 30, 2012, 11:00:59 pm »
It happen to me several days ago.
And then I realize that if you create collider, if the collider shape touches each other, iOS will fail to compile.
just make sure that the collison shape doesn't collide each other.

Doesn't know if this is what happen.
I am running into other problem with iOS as well.
Submitted a bug report, still waiting for answer

4
Old Bugs (1.x/2.x) / When testing on iOS the game got frozen [BUG?]
« on: April 30, 2012, 10:54:31 pm »
I am not sure if this is the right place to post this.

This is what i had done, I am trying to detect if the actor is touching the tile
The goal is to detect many characters that touches the tile.

It's quite smooth running under the flash, but once I try it on the iOS, the game got frozen.
and it warn me with a Thread 1: signal SIGABRT

Quote
2012-05-01 02:22:49.342 AppScaffold[11407:1c403] +[Collision collidedWiththis:actor:]: unrecognized selector sent to class 0xf2c60
2012-05-01 02:22:49.344 AppScaffold[11407:1c403] Error: +[Collision collidedWiththis:actor:]: unrecognized selector sent to class 0xf2c60
2012-05-01 02:22:49.344 AppScaffold[11407:1c403] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '+[Collision collidedWiththis:actor:]: unrecognized selector sent to class 0xf2c60'
*** First throw call stack:
(0x1c7a052 0x1e0bd0a 0x1c7badd 0x1be0f00 0x1be0ce2 0x4460 0x16314 0x1d457 0x1570b 0x53a3b 0x54495 0x548a8 0x1be051d 0x1be0437 0x92c58 0x85be4 0x1c7be72 0x1bd7c78 0x885b2 0x88adf 0x94dc9 0x15a42db 0x15a41af 0x1c4e966 0x1c4e407 0x1bb17c0 0x1bb0db4 0x1bb0ccb 0x2595879 0x259593e 0x951a9b 0x269d 0x2635)
terminate called throwing an exception(lldb)


I tried some more scenario,
Whenever I try to do the following

if <>
    set goal reached to true
        do after 0.25 seconds
            set goal reached to false

Whenever I put this in, no matter which event this is in.
In the iOS will always cause frozen and return with
signal SIGABRT

5
Old Bugs (1.x/2.x) / When testing on iOS the game got frozen [BUG?]
« on: April 30, 2012, 11:49:33 am »
I am not sure if this is the right place to post this.
POST MOVED

6
Old Questions (from 1.x/2.x) / When testing on iOS the game got frozen
« on: April 30, 2012, 11:39:21 am »
This is what i had done, I am trying to detect if the actor is touching the tile
The goal is to detect many characters that touches the tile.

It's quite smooth running under the flash, but once I try it on the iOS, the game got frozen.
and it warn me with a Thread 1: signal SIGABRT

7
Which function should I use to slow down a character movement?
Let say I have a character that's dropping, and the character hit on the bushes.
When "Player" collide with the bush

Which function can do the tricks?
Any help will be great
Thanks for your time.

8
Old Questions (from 1.x/2.x) / Re: Detect if the actor is still moving
« on: April 25, 2012, 11:47:25 pm »
you don't take into account the y-speed of the ball.
What captaincomic said is correct, i'd just make it :

[absolute value of [x-speed of self]] + [absolute value of [y-speed of self]] < 0.01

If you just want to check x-speed as you do now, a :
absolute value of [x-speed of self] < 1
is the same with
x-speed of ball > -1 and x-speed of Ball < 1

absolute value of [x-speed of self] > 1
is the same with
x-speed of ball < -1 or x-speed of Ball > 1


Thank you very much for clearing that up for me.
Here's what I finally came up.
Thanks psyche.

Hope this can help others like me.

9
Old Questions (from 1.x/2.x) / Re: Detect if the actor is still moving
« on: April 25, 2012, 10:05:20 pm »
Also the speed might be some very small value like 0.0000000001, so it's might not work if you check if the speed is equal to 0, it's better to check

[absolute value of [[x-speed of self + [y-speed of self]] < 0.01

(or 0.1 or even 1.0 instead of 0.01, you have to try what works best for you.)

Thanks for the idea, but this would not work, i try printing the x-speed and y-speed out
Whenever x is 0.1, Y will be -0.1, and the result is always 0
x-speed + y-speed = 0
So the statement will never be correct.
This is what i had done.

if x-speed of ball <=-1 or x-speed of Ball >= 1
   Yes movement
otherwise
   No movement
   END

If anyone spot anything wrong with this, please give me a hint.
I am grateful for the help!
Cheers

10
Old Questions (from 1.x/2.x) / Re: Detect if the actor is still moving
« on: April 25, 2012, 09:58:53 pm »
Thanks for all your great help!!
I think I am getting it to work.
But is there anyway to print log from the Flash testing?

Here's how i did the movement validation.

Also a question, by the end of the validation.
I would like the character to have a jumping effect.
Which should i use?
I try setting "set [y-speed] to -5 for [Ball]", but it doesn't work.
The ball just keep going up.

11
Old Questions (from 1.x/2.x) / Re: Detect if the actor is still moving
« on: April 25, 2012, 09:05:32 am »
Thanks Hectate for your quick reply.

I am a bit new to the Stencyl family.
I try putting it in, but it doesn't work

Can you show me how?
Many Thanks

12
Old Questions (from 1.x/2.x) / Detect if the actor is still moving
« on: April 25, 2012, 07:22:25 am »
Hi all,

Stencyl is great. I am new to this.
I am having trouble with the following, I am playing around with Drop Block Game.
At the end of the scene, when the Happy Block touches the region.
Is there any way to detect if the block is moving, then pass the win.
In another word, I would like the Happy Block to completely stopped before passing the win signal.

anyway to achieve this?
Any help will be greatly appreciated.

Cheers,
Vincent

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