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Messages - malukorj

Pages: 1 2
1
Or place all menu actors in a group and kill all members of group:

Thanks Gplar, I was trying with a diferente block code. Now it´s working!

2
Ask a Question / Re: How to create a pause menu...
« on: June 11, 2012, 06:25:26 pm »
I'm using my pause scene behavior like that.
But the actor created they get the drawing effect, and they look with the black opacity.
I'm trying with moving the actor to front, but with no luck.

Can anyone help me, how to fix that ?
Hmm... Do you really need the dark backdrop with it?

...or if someone with knowledge beyond mine knows a behavior that can make it so a portion of the darkness is cut out to make way for the button actors, then that could work.

Actually, I don´t know if that is the "correct" or "best" way to do that.
I just made this way because the tutorials.
I can´t find to many tutorials for iOS and I think that problema happen just for iOS game. I dont know.
I think I´ll make a background image for this, but I think with code will be more "clean" and "light" game.

Sorry about my english.

3
How to kill all the menu actors when unpaused ?

4
Ask a Question / Re: How to create a pause menu...
« on: June 11, 2012, 01:08:52 pm »
I'm using my pause scene behavior like that.
But the actor created they get the drawing effect, and they look with the black opacity.
I'm trying with moving the actor to front, but with no luck.

Can anyone help me, how to fix that ?

5
Ask a Question / Re: How to create a pause menu...
« on: May 20, 2012, 08:11:45 am »
My pause behavior is working, but when I draw with fill, set color, opacity and blend mode, my actors (buttons) and my timer text behavior they are affect by the pause drawing effect, when I unpause the game the effects still working on my text timer behavior.

Anyone know whats happening ?

6
Old Bugs (1.x/2.x) / Re: Timer with 0.1 increment
« on: May 18, 2012, 01:04:20 pm »
.. this works in flash, so i guess it's a bug that with the iOS code generation that it does not work with only code blocks.

You could try to wrap the [floor of ...] and [remainder of ...] blocks in [anything as text] blocks.

FINALLY!!
That works for iOS, with [anything as text] blocks, but a remove the other block, I'm using just one without ["."] + ["time" / 10 as text].

Check the attachment.

Hope that post are going to help a lot for other users.

Thanks hansbe for the help!

nev, captaincomic and Sunflower, thanks all.

7
Old Bugs (1.x/2.x) / Re: Timer with 0.1 increment
« on: May 18, 2012, 09:17:19 am »
Same error

Behavior: Timer
Source File: Design_7_7_Timer.mm
Line: 51
Reason: invalid conversion from 'int' to 'NSString*'

8
Old Bugs (1.x/2.x) / Re: Timer with 0.1 increment
« on: May 18, 2012, 07:01:22 am »
Something like that ? I think I made something wrong.

Error:
Behavior: Timer
Source File: Design_7_7_Timer.mm
Line: 51
Reason: invalid conversion from 'int' to 'NSString*'

9
Old Bugs (1.x/2.x) / Re: Timer with 0.1 increment
« on: May 17, 2012, 12:11:11 pm »
Any of this ideas is working.
I still searching on google how to do that on Objective-C.

http://en.wikipedia.org/wiki/IEEE_754-2008

http://forums.macrumors.com/archive/index.php/t-1098938.html

But no luck yet.

10
Old Bugs (1.x/2.x) / Re: Timer with 0.1 increment
« on: May 17, 2012, 08:08:44 am »
Error:


Behavior: Timer
Source File: Design_7_7_Timer.mm
Line: 58
Reason: request for member 'toFixed' in '*(float*)(((char*)self) + OBJC_IVAR_$_Design_7_7_Timer._Time)', which is of non-class type 'float'

11
Old Bugs (1.x/2.x) / Re: Timer with 0.1 increment
« on: May 17, 2012, 07:31:49 am »
Ok so if you change your 'When drawing' block to the below. Does that work ?

No doesn't work. Just show the "_Time.toFixed(1)" on the screen.

12
Old Bugs (1.x/2.x) / Re: Timer with 0.1 increment
« on: May 17, 2012, 06:53:50 am »
That's my created block with 1/10 and my drawing block with draw text, but I have to change to labels for iOS later.

13
Old Bugs (1.x/2.x) / Re: Timer with 0.1 increment
« on: May 16, 2012, 04:30:08 pm »
I try with 1/10 but no luck. Maybe my design blocks are wrong.

14
Old Bugs (1.x/2.x) / Re: Timer with 0.1 increment
« on: May 16, 2012, 02:08:22 pm »
No problem with the English: it is not my primary language too. ;)
Where did you put the timer block? Usually you have to put in "when created", because if put in "always" it can give problems.

Have a look here:
http://static.stencyl.com/pedia2/blocks/flow/flow_time/periodic.html
for the correct use of timers (under "Advanced Uses" there is an example similar to yours).

I was trying without "created". I was using the: "Add Event / Time / Every N second".
So I deleted this one and create a Basic / When Creating event, with your round block.
And my timer it's not working.

My timer is a Scene Behavior with a attibute time.

I think Stencyl need to upgrade the help section with this kind of solution.

If it's an inherit limitation of floating point numbers maybe a official explanation on the Help page will explain a lot for the new users, not programmers like me.

Thanks Nev, I'm gonna check your link right now, and Sunflower post, if I suceed I'll post the full design block here, for future users.

I'm building for iOS.


-------------------UPDATE-------------------

So I'm trying with 1/10 and no luck.
Gonna try with a text [number without last digit] + "." + [last digit].

15
Old Bugs (1.x/2.x) / Re: Timer with 0.1 increment
« on: May 16, 2012, 10:32:49 am »
I saw your post, but I don't understand how to fix that, even with your post, sorry but I'm a graphic designer.
I try doing something like that on my attatchment. is that right ??

Because it's not working.

p.s: sorry about my english, that's not my primary lang.


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