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Messages - dutchlee

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1
Game Ideas / Re: Of Dwarfs and Giants [idea]
« on: October 12, 2013, 02:08:30 pm »
Alrighty. If you need a tester or constructive criticism for the game, let me know!

2
Game Ideas / Re: Of Dwarfs and Giants [idea]
« on: October 11, 2013, 02:23:36 pm »
Sounds like a cool concept to me! :)
Have you made any progress on this game so far??

3
Deleted it and it still happens.....

4
The statements only appear when you play the game in a browser. If you test it on flash then it doesn't appear.

5
Is it okay if I just put it on the stencyl arcade or do you want me to attach a swf file?

6
Names of Levels, Skills, and Actors.

7
When I try to get my game to save it pops up with the following error:

WARNING: There was a problem flushing the shared object data from FLxSave.
ERROR: null object

It prints this 21 times in a row... I do not have 21 Game Attributes though...

The game attributes I am trying to save consist of Booleans, Numbers, and Lists

How can I fix this??

8
Ask a Question / Re: How to destroy an actor if it is stuck on terrain?
« on: September 16, 2013, 08:45:07 am »
Are the enemies moving?? If they are stationary you could try "if self collides with tile kill self"

9
Ask a Question / Re: Get Tile ID
« on: September 16, 2013, 08:31:37 am »
So I tried the checking at different layers and here's what happened:
If you look at my print statements below you will see that I checked for the tiles on 4 different layers (keep in mind that I only have 2 layers in my scene: layer ID 0 and layer ID 1). For layer 0 it would start with "Code0:", for layer 1 it would start with "Code1:", etc. If you look at my second picture it shows what it printed when I tried it out. I tried it on 3 different tiles. The first tile was on layer 0 and it printed correctly. It printed "function Function() []" for the other layers. The 2nd tile was on layer 1 and it showed. Except that if you look at the beginning it says "Code0:". So when I get it to check for the tile on layer 0, it is actually getting the tile on layer 1. Strange.... It also printed "function Function() []" for the other layers. The 3rd time I had a tile on layer 0 and layer 1. However, it only gave me the tile ID for the tile on layer 0.... It printed "function Function() []" for the other layers, even though I had a tile on layer 1.

10
Ask a Question / Re: Get Tile ID
« on: September 15, 2013, 10:48:46 pm »
I just finished looking and trying it out. I got it checking for the tile ID and having it do something when it is a certain tile ID. However, I got two questions:
1) Since I got 16 different wall tiles, is it possible to check for a range of tile IDs?? Instead of checking for each specific tile?? Or if this is not possible, it is possible to just check for the tileset ID? Because then I can separate the wall tiles into a different tileset and do it that way.
2) Can I also check for tiles on a different layer?? I have placed most of my tiles on layer ID:1 instead of layer ID 0. Does that mean I change it from "getTileAt(_temp2,_temp, 0)" to "getTileAt(_temp2,_temp, 1)" ?? I tried that and got it to print the tile info and it just says "null" instead of "0-0-0" or "0-4-0" or whatever it might be.

11
Ask a Question / Re: Get Tile ID
« on: September 15, 2013, 07:34:04 am »
Thanks! I'll give it a look tonight :)

12
Ask a Question / Get Tile ID
« on: September 14, 2013, 09:01:29 pm »
I am making a dig behavior for my maze game. When the player presses "Dig", I want it to detect what type of tile there is 2 tiles in front of it. If the tile is a pathway tile then it should allow the player to "dig" underneath the wall tile and into the pathway tile (have a dig animation into the ground, then have the player teleport to the pathway and have a dig animation out of the ground). However if the tile is a wall tile then I don't want the player to be able to dig there.
I know there are no design blocks in the design mode that allow for this but after looking at the "How to use the Tile API", I do know that this is possible but I don't know how to code....
Would someone be able to provide me with the coding to check for the tile ID in a certain row and column??

13
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: August 28, 2013, 11:29:20 am »
Is this new update ever coming out? I understand that there is a lot of work going into this, but it has been in the making for over a year now. Some programs would be made from scratch in the amount of time this is taking. Could you at least update the blog or something to prove to us (non subscribers) that the whole thing didn't just die. I would rather not even consider subscribing until I know that this is even still in the making.

All the changes and fixes are recorded here:
http://community.stencyl.com/index.php/topic,18737.0.html

As you can see they have been quite busy over the past year to get out major bugs and all.

14
Old Bugs (1.x/2.x) / Game stopped working after refusing to publish
« on: April 26, 2013, 08:50:13 am »
Yesterday I was going to publish my game as a Game-In-Progress on the Stencyl Arcade but it said that it wasn't able to publish my game. Then stencylworks became very slow and wouldn't barely load. I thought it was my computer being slow so I saved and shut down my laptop. I tried it again today but now it seems like my game is corrupt... When I start Stencyl, it barely loads, only showing the icons once I go over them with my mouse. When I clicked my game, it said loading with an empty box and an ok button - it wouldn't load the text inside the box - so I just clicked it and it loaded my game. But I when I try to access my scenes, it won't load any of them... It just keeps saying loading....

I generated logs so here it is.

15
Ask a Question / Possible to detect actor group inside region?
« on: December 20, 2012, 05:39:57 pm »
I am making a game where, if the player dies I want to re-spawn the payer in the center of the screen. However I don't want to spawn the player while there is an enemy inside the spawning region because then the player would die right away and it would be very frustrating. I know there is a "actor inside region block" but with spawning actors, this won't work. Is there a way to check for a member of a group of actors inside a region?? Or at least check if there is something inside a region??

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