Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mystic

Pages: 1
Ask a Question / Re: Camera zooming and screen borders
« on: March 18, 2013, 06:02:03 am »
My understanding of this is that there is nothing you can do to resolve this.
Sounds very sad.
But maybe we can use this solution to solve this problem? How do you think?

Ask a Question / Camera zooming and screen borders
« on: March 16, 2013, 01:49:46 pm »

I have to ask you a question.

I'm trying to make the game camera zoom in and zoom out during the game. I'm using the following code that I found here on the forums:

Code: [Select]
scene.parent.scaleX = _scaleXpercent;
scene.parent.scaleY = _scaleYpercent;

I'm using this code block in the behavior of the game scene.

The problem is that when I zoom the camera out I can see that the area around the camera is cropping.

I examined an article in the ActionScript help system about the DisplayObject and found out that this object has the scrollRect property. If I understand correctly, this property is responsible for defining the size of the viewable area on the game screen. But I can't change values of this Rectangle object - when I try to do it, the behavior stops working. I think the reason is that flash.geom.Rectangle is not imported in the behavior. But when I put the code line to import it in the behavior, the whole game fails to execute.

I know that there is a Freeform mode where I can write the pure AS3 code. Is there any way to implement the camera zooming without screen cropping in this mode?

Can you give any advise how to solve this problem? I would be happy to resume the work on my project as soon as the camera will zoom correctly :)

Thanks for reading this and sorry for my poor English. Please, help!

2 Keleborn1

A bit of tweaking and the system works perfectly for me! A lot of thanks, Keleborn1! :D
P.S.: And I should qive my thanks to nev, your words were very helpful too :)

Maybe someone will face the same problem as I faced, so I'm attaching a screenshot of the behavior based on the one that Keleborn1 have posted here:


If you mean "Ship_Speed_Faced", here is it:

"W" button :)

Yes, even if I do so. You can see it in the following example:

Yes, I tried. But I've got a problem with the max speed - when I use "push [self]", the Xspeed and Yspeed become more than they should be at the max speed.


I have to ask you for help with the following problem.

I'm developing a game where the player is controlling the spaceship (top-down view). The spaceship is turning in the direction of the mouse cursor. I'm trying to create the Behavior for the spaceship motion with inertia. That's how it should work:

When the corresponding button is down the spaceship engine is turning on. When the engine is working (the button is down) the ship accelerates up to the pre-defined maximum speed in the direction the spaceship is pointed now (I should remind you that the spaceship is constantly turning to the direction of the mouse cursor with the pre-defined speed). When the engine is turning down (the button is relised) the spaceship continues it's moving with inertia in the direction it accelerated when the engine was on.

When the direction of the spaceship is different from the direction it is moving and the engine is on, the spaceship is gradually aligns the direction of it's motion to the direction of self.

I hope I managed to explain my problem well enough. This is the classic space motion.

That's how it works now. As you can see the spaceship doesn't keep it's inertia on the current axis but changes the direction of it's motion constantly. There is the current motion algorithm on the attached image.

I hope for your help very much! I struggle to finish this task for five days.

Please excuse me for my English, I hope you can understand me without the headache :)

Ask a Question / Re: Creating a vector and a joint
« on: September 24, 2012, 12:09:21 pm »
Thank you for your reply!

I need to make a fishing line attached to a fishing rod, and the fish caught via the fifhing rod should be attached to it when the character is trying to get the fish out of water.

So it seems there isn't any way to develop such game using Stencyl?

Ask a Question / Creating a vector and a joint
« on: September 21, 2012, 05:20:49 am »

I'm trying to make a game, where the main characterer holds a fishing rod and trying to catch a fish. The only way I see to make a fishing line is to create a vector, attached to the fishing rod.
Can anyone help me to understand how to do it in Stencyl? As far as I know I should use ActionScript, but I don't know what to do exactly. Please, help, and excuse my poor English :)

Old Bugs (1.x/2.x) / Re: scene designer "joints" is very buggy
« on: July 04, 2012, 08:14:44 am »
I faced the same bug when I tried to use joints. I've got no idea how to use joints in this version of Stencyl.

Ask a Question / Re: Attaching one physical affected actor to another
« on: July 02, 2012, 11:27:31 am »
Thanks, I'm waiting :)

Ask a Question / Re: Attaching one physical affected actor to another
« on: July 02, 2012, 10:57:22 am »
Thank you for an answer!

I tried to do as you adviced. When I add a stick joint to my balloon and anchor, the anchor is flying around the balloon, like the Moon around the Earth. I can't find out how to connect a chain's end to the balloon's basket. Moreover, I can't delete stick joints - when I press the "delete" key, they dissappear visually, but when I launch the game I can see that the basket and the anchor are still connected some strange way. The only way to get rid of them is to delete the whole scene - if I reopen the game project, there are still these joints in the scene editor.

I'm still wondering how to solve these problems :)

Ask a Question / Attaching one physical affected actor to another
« on: July 02, 2012, 05:32:19 am »

Please excuse me for my English, it's not my native language. I hope we will manage to understand each other good enough :)

I'm here to ask wise and experienced forum members a question :)

I'm making my game on Stencyl, but I've got a problem. The main player-controlled actor in the game is a balloon. I need to attach an anchor to that balloon via the chain. This anchor should swing on the chain when the balloon is moving, and according it's speed. If the anchor collides with objects and enemies on the ground, they should react physically and suffer some HP damage.

I'm afraid I can't understand how can I attach an anchor actor to a player actor, leaving them their physical abilities.

I hope I explained my problem clear enough, and hope you will help me! I'm waiting for your replies :)

Pages: 1