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Messages - Froppel

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1
Ask a Question / Game is missing
« on: February 28, 2015, 03:32:01 am »
Oh dear oh dear....

About 2 years ago I started making sprites for a game. Last time I worked on it was about half a year ago, by then I had a few hundred sprites that partly were animated with great detail. Now I wanted to continue my work but everything was gone. All the stuff I had previously uploded to StencylForge was missing too. Because I was too lazy to upload every sprite seperately I just uploaded different versions of my game, some of them public some of them not. Problem is, nothing is available anymore.
If anyone of you had similar problems or has any idea what to do now I would appreciate your help.

2
Game Art / 300+ unused animations- What to do?
« on: October 17, 2014, 07:38:06 am »

Heres the thing:  I made some 300+ characters, objects and various other things for a game that I am unable to make since I lack even the most basic skills. I would consider this animations to be somewhere between acceptable and pretty good. Now the thing is: What should I do with it? is it possible to upload all of them a once or do I have to upload every.single.one. to StencylForge?
Or is there a website where I can upoad them?

3
Ask a Question / Re: Spawning upon collision but no leaving
« on: May 02, 2013, 10:57:45 am »
I don't know which actor you are referring to but for the second part, have a boolean in Always. This boolean will become true when a collision occurs. Within this boolean check, have another boolean check for when there is no collision. The second boolean will be set to true at the very bottom of Always and it would be set to false when a collision is detected.

THANK YOU VERY MUCH!

4
Ask a Question / Re: Spawning upon collision but no leaving
« on: May 02, 2013, 09:38:40 am »
I want the actor to kill itself if there is no colission happening

5
Ask a Question / Spawning upon collision but no leaving
« on: May 02, 2013, 09:12:25 am »
Hello everyone!
In my self created behaviour i wanted to make an actor spawn another actor upon collission with the player and disappear when the player is no longer colliding with the chosen actor.
In case you want to help me, i will post the code below. For everyone who wants to help, thank you very much!

WHEN SELF HITS A [.....]
-Set collission to <true>
-IF <<COLISSION>=<true>>
--create [...] at x: (x of self) y: (y of self) at FRONT
-OTHERWISE IF <<COLISSION>=<false>>
--Set colission to <true>
--create recycled [...] at x: (x of self) y: (y of self) at FRONT

6
Ask a Question / Re: Some trouble with a selfmade behaviour
« on: April 26, 2013, 12:18:49 pm »
If I'm not mistaken, the condition to change back is if a collision is not happening. Since this appears to execute inside of a collision listener, your change back condition will never happen because this listener only executes when the specified collision just happened. You will need something outside of this listener to change your collision boolean back to false afterwards and properly spawn the appropriate actor type.


So can you make a correct version for me? Please?
This is a behavior, correct? Can you post a snapshot of the blocks? It would help me greatly in figuring it out. Its a little harder from just looking at the scripts.

np, as sson as i can

7
Ask a Question / Re: Some trouble with a selfmade behaviour
« on: April 26, 2013, 09:50:40 am »
If I'm not mistaken, the condition to change back is if a collision is not happening. Since this appears to execute inside of a collision listener, your change back condition will never happen because this listener only executes when the specified collision just happened. You will need something outside of this listener to change your collision boolean back to false afterwards and properly spawn the appropriate actor type.


So can you make a correct version for me? Please?

8
Ask a Question / Some trouble with a selfmade behaviour
« on: April 26, 2013, 09:33:06 am »
Hello everyone!
I wanted to write a behaviour that spawns an actor upon colission. So far so good, the actor is spawned upon colission. But then it wont change back into he original one. So i have the code here (Its pretty short) and I would ask you to take a look and maybe help me find a solution.
Thanks in advance to everyone who is trying to help!

public dynamic class Design_443_443_SpawnActorUponColission extends ActorScript
   {             
           
      public var _Player:Actor;
      public var _Collision:Boolean = false;

     
    override public function init():void
    {
          addCollisionListener(actor, function(list:Array, event:Collision):void {
if(wrapper.enabled && sameAsAny(getActorType(915),event.otherActor.getType(),event.otherActor.getGroup())){
        _Collision = true;
propertyChanged("_Collision", _Collision);
        if(sameAs(_Collision, true))
{
            createActor(getActorType(917), actor.getX(), actor.getY(), FRONT);
}

        else if(!sameAs(_Collision, true))
{
            _Collision = false;
propertyChanged("_Collision", _Collision);
            createRecycledActor(getActorType(891), actor.getX(), actor.getY(), FRONT);
}

}
});

    }            
      
      public function Design_443_443_SpawnActorUponColission(actor:Actor, scene:GameState)
      {
         super(actor, scene);
         nameMap["Player"] = "_Player";
nameMap["Collision"] = "_Collision";
nameMap["Actor"] = "actor";

      }
      
      override public function forwardMessage(msg:String):void
      {
         
      }
   }
}

9
Ask a Question / Converting .stencyl to .swf
« on: April 12, 2013, 11:39:35 am »
Hello!
I wanted to safe the stencyl game I made as a .swf file, so i could load it onto my USB-Stick and play it everywhere (especially computers in networks which dont allow me to install programms). So I saved the file and realized that the file is saved as .stencyl and not as .swf. Because of that I am pretty shure that I have to install stencyl to be able to use my file, which as I said before, is not possible.
If you know any help and/or a converter, please answer and let me know!
Thanks in advance!

10
Paid Work / Code needed. Probably Paid
« on: April 11, 2013, 11:54:54 am »
Hello everyone who is reading this.
I am currently looking for someone who could help me. I am looking for a full run and gun codework, which involves Jump n Run elements, shooting (along with the displaying of animations), Crouching and crouched walking.
If you would be kind enough to help me completing this or even doing this for me, please contact me on Stencyl. In case there is no kind soul out there who is willingly to do this for free (except getting mentioned and earning quite a part of the money I am hoping to earn with the game), I consider paying a fair amount of money.
Anyone who is kind enough to help me, please write me!

11
Windows / Mac / Flash / HTML5 / Tales of a dirty war
« on: April 07, 2013, 01:28:59 pm »
Hi everyone!
I present my new game, Tales of a dirty war.
The story is about more or less 5 people who get involved into a war and see the war from totally different positions. The story starts with a court-trial about warcrimes and is told with flashbacks. Based on everything you do with one character all the other characters controlled by you are influenced. Everything starts as the currently unnamed war-journalist wakes up, after a bomb detonates in his hometown. As he rushes to the place where the bomb exploded, the story begins...

The whole game is basically a 2d black and white run and gun game. If you want to play it, please get it from stencyl forge under the name Tales of a dirty war. i can not upload this game to StencylArcade for unknown reasons. Have a look and enjoy!

12
Ask a Question / Rotating behaviour -help please-
« on: March 26, 2013, 01:00:57 pm »
Hi!
I have a problem and I really need help:
In my 2d platformer game I have an actor (the player, which you can control) and a second actor (the players arm, which can rotate and follows the player).
The problem is that when the arm rotates, it doesnt rotate at the point where it should. Instead, the arm suddenly gets another x and y center and rotates around that one.
What i am asking for is help and i would be really happy if someone would be kind enough to create a behaviour which doesnt have this problem!

13
Shared Resources / Attaching Actor to Actor
« on: March 26, 2013, 12:39:57 pm »
I finally managed to create such a behaviour! After all, its quite simple. Because none of the behaviours i downloaded from stencylforge did actually attach an actor to another actor, i had to create one myself.
in this behaviour you can also specify the position where the actor should be attached

14
Games size is 4145K, at least thats what it says when "uploading".

15
I currently have no sound files!

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