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Messages - Pixel Pusher

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Ask a Question / Re: Move back and forth and randomly stop
« on: October 22, 2012, 01:21:35 pm »
Here is something you can work off of. It seems to work just fine but...

The intended behavior is to start moving at movement speed, move then stop after xx seconds, and if it hits a tile it will also reverse directions.

Perhaps it's getting stuck while hitting a tile at stop speed ( 0 ) and 0 minus 0 is still 0 so therefore the motion stops. Hmm.

I'll work on it too here some. For a note the Created Event only runs once so the looping motion is in the custom Events setup (Start Motion)

Suggestion Archives / Enable/Disable debug Drawing using color [...]
« on: October 14, 2012, 10:49:28 am »

Ask a Question / Re: background wont show up
« on: October 12, 2012, 12:47:48 pm »
Has this been resolved yet for you?

It may be that the BG is too big. It's 12000 pixels in size that could be the problem.

Try cutting the BG in half, then adding it in.

Is it viable?

Old Bugs (1.x/2.x) / Re: Camera Follow Player
« on: October 10, 2012, 01:47:00 pm »
If that doesn't work, try and place it in an Always/When updating Event.

Ask a Question / Re: Do After n seconds block prevents screen fadeout
« on: October 10, 2012, 12:31:19 pm »
Anyway, that was the Alien Contact Source game.

I'm working on the Shump Example Game for 3.0 now. It all works well but one thing, after the player is killed off, there is a message to tell the player ship that when the playerDefeated message is heard, to wait x amount of time then transfer to the Game Over screen.

I've looked through and the only kill self block is before the message to defeat the player and the switch scene is not switching.

It does not transfer. What gives?

Smack me if I'm right and I'll resolve this issue.

Since the player is being killed off, then the switch scene is set to a message, it would not work because none of the actor's behaviors are able to do anything because the actor is no longer alive.

I'll assume that and work from there.

Ask a Question / Re: How to change the speed of a scrolling background
« on: October 09, 2012, 01:15:27 pm »
That doesn't work in 3.0 for some reason. Works fine in 2.2

Also, be sure that the BG itself has at least a 0.05 speed set in it's properties or it wont work. In other words, it needs to actually have a scroll value. You can also use like 0.005 as well.

Resolved Questions / Re: 3.0 - Toggle Fps/Mem/Mac in top right OFF/ON?
« on: October 08, 2012, 02:09:18 pm »
Doh. Thanks. There are new menu items.

Anyway to do this in 3.0?

Glad I could help.

The HELP page on this site is very useful as well if you run into other problems.

There are collision shapes for each tile (collision bounds on the right). The first one on the left is a no collision shape.

Click on a tile, then look at the shapes. You use these for floors etc, and the solid ones for walls ect.

Ask a Question / Re: Behaviour Icon
« on: October 06, 2012, 12:11:02 am »
You can if you want. I'd just use something similar to what the behavior does. There are many of them inside the Behavior Icons folder. "data\behavior-icons.

Don't really need too but it helps on when looking for a behavior.

Ask a Question / Re: Animation Manager
« on: October 04, 2012, 11:41:31 pm »
The animation manager is part of the Platform Movement behaviors which is required in order for the animations to play properly. It's not stand alone and must be used specifically with those behaviors.

Those are found in the Jump and Run kit. It doesn't work well with 3.0 however.

Attach the Background music to play in scene one, then do not attach Background music in the next scene. The music will still play from scene one without stopping until you have a scene or event that you want new music to play. then stop the music then and play the new music.

Ask a Question / Re: How to ad sounds when walking?
« on: October 02, 2012, 07:41:19 am »
You may not be able to get a realistic every-step hit the ground effect but just add in to play a foot steps sound while the player is walking (when player speed is above 0, and on ground is true), and if not walking, stop the foot steps sound (when the players speed is <=0 and on ground).

Since Flash only uses mp3, there is going to be a pregap in the time it takes the sound to play so it's not gonna sound realistic anyway. Unless you knew some code to remedy that. Not to mention you'd want the sound to match the animation as well.

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