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Messages - Adder

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1
Journals / Re: Deep Space
« on: December 23, 2018, 06:16:52 am »
You didn’t make any back-ups or anything?
Unfortunately, no.
Not to worry, however, because I have plans for a new game already!

2
Journals / Re: Deep Space
« on: December 18, 2018, 08:40:19 pm »
v.003 (19/12/18)

- Cancelled due to a loss of EVERY SINGLE FILE.

I may come back and try my hand at this again at a later time, when I am not only more experienced with Stencyl but when I have the money to buy Stencyl pro.

3
Journals / Re: Deep Space
« on: October 24, 2018, 08:24:45 pm »
v.003 (25/10/18)

- Attempted to use "new game" as a game attribute instead of a regular attribute.
Successful. Now, whenever starting a new game, the player spawns in a random position on the map.
- Replaced placeholder alien font with custom alien font.
- Began creating save game/load game mechanics.

4
Journals / Re: 3D Library Adventure
« on: October 24, 2018, 06:42:46 pm »
The 3d html demos don't seem to work for me; All I get is a black screen.

5
Ask a Question / Re: [HELP PLEASE] Spawning an Actor
« on: October 24, 2018, 05:57:50 pm »
Enable the log viewer so you can see what errors, if any, are generated when you try to switch scene.
When I click "New Game", this code pops up.
Code: [Select]
Engine.hx:1732: Switching to scene 3 Deep Space.js:39610:203
Engine.hx:1991: Layer ID: 1 does not exist Deep Space.js:39610:203
Engine.hx:1992: Putting actor inside default group Deep Space.js:39610:203
BehaviorManager.hx:135: Warning: Behavior does not exist - Spawn Deep Space.js:39610:203
uncaught exception: Error: Cannot cast null to {
__name__ : [com,stencyl,models,scene,Layer]
}

Here is the "block code" I am using:

"Spawn" Scene behaviour


Player's "when created" event


New Game's "when clicked" event

6
Ask a Question / Re: [HELP PLEASE] Spawning an Actor
« on: October 24, 2018, 05:51:43 pm »
I'm trying to spawn a player actor at a random location in the next scene. However, the next scene refuses to load due to this.
The code I'm using to load the next scene is attached. Please inform me as to what I am doing wrong.

I would simply put the creation actor code into the next scene.
I cant do that because it would mean that whenever that scene is returned to, the player ship would be in a different spot. I'm trying to make the initial position when starting a new game random, but keep current position for if the player is (for example) returning from a planet's surface (which is a separate scene)

7
Paid Work / Anyone willing to help?
« on: October 23, 2018, 08:10:56 pm »
Looking for someone to assist me in making my game "Deep Space". You can help with code, sprites, mechanics, or even just concepts. You will be credited as a co-developer along with everything you've contributed.
For more details, please message me.

8
Ask a Question / Anyone willing to help?
« on: October 23, 2018, 06:18:23 pm »
Looking for someone to assist me in making my game "Deep Space". You can help with code, sprites, mechanics, or even just concepts. You will be credited as a co-developer along with everything you've contributed.
For more details, please message me.

9
Journals / Re: Non Named (Updates whenever)
« on: October 23, 2018, 06:13:14 pm »
Interesting. I'll be keeping tabs on this project.

10
Journals / Re: What are you working on?
« on: October 23, 2018, 06:08:52 pm »
Creating an Open-world top-down side-scroller procedurally generated space exploration game.

11
Journals / Re: Deep Space
« on: October 23, 2018, 05:39:57 pm »
v.002 (24/10/18)
- Attempted to fix new game's random player spawn location. Still won't work. Unsure as to what I'm doing wrong.






- Created a custom airlock for the Player Ship.

12
Game Art / Re: New Free Characters and Animations
« on: October 23, 2018, 12:32:22 am »
The swf doesn't seem to work, which is a shame because I'd love to see your characters+animations.

13
Game Art / Do these look good?
« on: October 23, 2018, 12:17:41 am »
I have attached several sprites that I am using in my Open-World Space game "Deep Space". I would like feedback on whether they are good.
If you wish to use any of these sprites (excluding the Airlock door, feel free to use that one) message me. If you want all of the Airlock door sprites (it has an opening/closing animation), message me.

14
Ask a Question / Re: Shooting matching the way my character is facing.
« on: October 23, 2018, 12:13:03 am »
If you use the mouse to control the direction your character is facing and shoot when clicked, then:

When mouse pressed
if [x of mouse] > [x of Self]
[set animation to Right] (or RightShooting if you have a separate animation for shooting while facing right)
create actortype Playerbullet at [x of self] [y of self] at [Back]
if [x of mouse] < [x of Self]
[set animation to Left] (or LeftShooting if you have a separate animation for shooting while facing right)
create actortype Playerbullet at [x of self] [y of self] at [Back]

and set the velocity and direction of the bullet accordingly.
Hope this helped.

15
Ask a Question / Re: 1 sprite, multiple things
« on: October 23, 2018, 12:06:25 am »
Answer 1: Put events for doors into a behaviour and attach it to the actor type door. This will automatically recognize each door as a separate actor whilst keeping it as one actor type (although to be honest I don't see why there's an issue with just using each door without having a behaviour linked in the first place, because each one is defined as itself, and not a group)

Answer 2: Create different attributes for the different keys and set them all to false at the start. When you collect a key- let's say Red Key for example- set that key attribute to true.
Example:
[If redkey=true]
set door w/ attribute "red" to openable

Hope this helped.

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