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Messages - Echo Magnum

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1
Resolved Questions / Re: [ANSWER] Virtually Lagless Actors
« on: July 16, 2012, 02:43:55 am »
Oh my god, thank you so much!

2
Ask a Question / How do you stop game from lagging?
« on: July 16, 2012, 02:39:36 am »
Whenever I add in many enemies to my scene and play it, the game lags greatly until some of the enemies are killed. I tried disabling continuous-collision but the game still lags. What can I do?

3
Ask a Question / Re: collisions not working in 2.1
« on: July 13, 2012, 12:41:38 pm »
apparently you have to select the collision group in the collision setting and in the properties for the actor.

4
apparently you have to select the collision group in the collision setting and in the properties for the actor which is a bit stupid but fine I guess.

5
Ask a Question / Re: collisions not working in 2.1
« on: July 13, 2012, 06:35:05 am »
Same here, at this rate I might just give up on Stencyl if their is no solution to this since it's impossible to make any kind of action game without even basic collision detection (-_-).

6
I am having the exact problem, I have a actor group for bullets and one for enemies and I want it so that when a bullet hits an enemies, then It prints hit but nothing works. I tried your method but still nothing works at all and this should be extremely simple stuff, why!  :'(

7
Resolved Questions / Re: Vertical Scrolling Camera ( Up Only )
« on: June 24, 2012, 07:28:58 am »
 It does not work with any other camera behaviors so you have to disable/remove them.

And when relating stuff to x and y, I did not know before that y is negative going up and positive going down, that messed me up ALOT...

8
Resolved Questions / Re: Vertical Scrolling Camera ( Up Only )
« on: June 24, 2012, 07:27:15 am »
WOOO YEAH!

I did it man, check out the attachment!

It was similar to what you thought, thanks for the crude tip  :P.

9
Resolved Questions / Re: Vertical Scrolling Camera ( Up Only )
« on: June 24, 2012, 05:46:29 am »
damn it all!

10
Resolved Questions / Re: Vertical Scrolling Camera ( Up Only )
« on: June 22, 2012, 10:38:17 am »
I tried using this inside an actor behavior but it does not work for some reason, I don't know why?

11
Resolved Questions / Re: Vertical Scrolling Camera ( Up Only )
« on: June 21, 2012, 03:40:29 am »
this would be a scene behavior right? or maybe an actor behavior?

and how would I get the highest point of the actor?

12
How can I make a camera follow the player vertically up but not down, so that the camera only scrolls vertically up only.

Like In Kid Icarus for the NES ( during the first 3 stages of the game ) the player jumps from platform to platform going up, when the player falls down, the camera does not follow the player down, and if they fall out of bounds then the player dies.



I know how to do the out of bounds part but how do I restrict the camera to only go up with the player and not back down when they fall.

13
Ask a Question / Re: How do you create and manage actor values?
« on: June 17, 2012, 02:32:51 pm »
Actor values can be used over in many different events for the same actor, how about if you wanted to use them in an event for a different actor?

14
Ask a Question / How do you create and manage actor values?
« on: June 16, 2012, 03:59:23 pm »
How do you create and manage actor values? Are they just random text or do you have to assign them to some kind of attribute?

15
Ask a Question / How do you create and manage actor values
« on: June 16, 2012, 03:54:50 pm »
I found a way but it was hard to get right. Still the actor faces right when you are still and switch to your gun but it works when they are moving plus I don't think this would be such a big deal as the animations switch somewhat properly ( their no more buggy frames ).

I know what the problem is and this is what helped me arrive to this satisfactory but not complete solution. The Animation Manager ( a behavior in the platformer run and jump kit ) forces the actor animation to the default right animation when the actor value "Facing Right?" true, and Facing Right? is ture when the Walking behavior is created. It's only false when you are moving right but not when you have moved right.

I have no clue on how to manage actor values on my own and so I used the ones that where used in the walking and the animations manager as well as the "default sprites" attributes.

I think a real solution would require me to tamper with both the walking and animations manager, or to learn how to create actor values.
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So my question is simple. How do you create and manage actor values? Are they just random text or do you have to assign them to some kind of attribute?

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