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 - t4u

Pages: 1 2 3 ... 28
Ask a Question / Re: Face Target
« on: March 18, 2016, 04:17:28 pm »
Have you done tutorials? No? Then do it first for f*ck's sake and spam forum afterwards!

Depending on your approach the solution may vary but:

1. I assume you create main actor and group actors in scene behavior in such way

When created
Create main actor
Set main actor to last created actor
Create member of group #1
Create member of group #2
Create member of group #3

2. In actor behavior for member of group

When created
 set Main actor to [for this scene get [main actor]  from .... scene behavior]
//Main actor is attribute inside actor behavior
//main actor [with small letter] is attribute in scene behavior

Point self towards Main actor

There is a difference when you moved camera.

Ask a Question / Re: Candy Crush Styled Game?
« on: March 03, 2016, 04:01:41 am »
Type "match 3 tutorial" into google. If you are a novice I would discourage you from trying as match 3 is not-so-simple. 

Ask a Question / Re: I need a cool game template
« on: February 28, 2016, 08:09:53 am »
Firstly that's really cheap. Trying to rip project from the internet and publish as your own.

Secondly follow the link above. I think that's the best what you can count for.  I really don't understand why tigerteeth would go through so much effort for lazy bastard as yourself.

Ask a Question / Re: time countdown for power-ups
« on: February 28, 2016, 07:42:20 am »
There is no such thing as best way to do it. There are many ways and all are probably similary good.

For example double damage (as I would do it):
//Double damage lasts 3 seconds

- Create actor with "double damage icon".
- For that actor create event that upon coliding with the player will kill self and trigger "double damage" event

//This doesnt solve the situation when player while being in double damage mode will gather another double damage
// second double damage will be ignored
when created
double damage = false;

double damage event:
if double damage = false
double damage = true
natural_damage = damage;
damage = damage *2; // damage
do after 3 seconds
      damage = natural_damage.
     double damage = false;

// Solution that works that prelongs double damage.
// Player takes double damage at time =0
// In second 1 player gather antoher double damage
// after 3 secodns first powerup ends but palyer still has double damage becausde second powerup has yet to end
// after 4 seconds second power up ends - damage returns to original

When created
 marker counter =0// counts marker actors responsible for power ups. they kill  themselves after 3 seconds

Double damage event(scne behavior)
If counter ==0
    natural damage = damage
    damage = damade *2
Create marker actor
counter ++

In marker actor behavior

When created
do after 3 seconds
     counter in scnee behavior --
    if counter ==0
        damage = natural damage
    kil self

Ask a Question / Re: actors
« on: February 26, 2016, 04:58:11 pm »
Poorly composed question.

Re-edit or face eternal damnation.

Ask a Question / Re: Kirby mechanics
« on: February 25, 2016, 05:33:13 am »
Could one the admins track down where these downloads are coming from?

"It's over 9000!!!" - Achievement unlocked

Ask a Question / Re: When Created problems
« on: February 25, 2016, 05:31:23 am »
[Not answer to your question - just idea]

When created is tricky as it triggers even before some of the scripts are loaded.

I tried calling a trigger event in when created, it causes an error.

Try using
When created first_frame = true
On update:
if first_frame (first_frame =false  trigger the blocks that were in when created in version 1)

"The more I use this bit of software the more I seem to break it." Did you know that by using Stencyl you are gathering fury points? Ones you reach a quota you will go Super Sayan and move on to some actual game development software.

Ask a Question / Re: Stencyl the program for me? (specific situation)
« on: February 25, 2016, 05:15:54 am »

Here are some questions which will help me make my decision:
* How is the Stencyl community? Will I be able to forward my pupils questions if I don't know the answer (yet)?
* How stable is Stencyl? Nothing will mess up my lesson more then bugs / crashes, etc.
* If you read the above situation, do you think this will be manageable?
* Is Stencyl a useful / realistic program if pupils will want to work in game development after their secondary school?

Thanks for any response or feedback!

1. The community is small but there are some good ghosts that keep forum alive.

2. Tell them to save, a lot! And make sure they make back-up... A lot! The biggest problem of Stencyl that it can crash in such way that it won't allow you to re-open the project again. You can scavange pieces of code from old project but it's painful.

3.  I think you should go for crash course in Unity and do it during classes (first tutorial the rolling ball). Yes it requires some coding but data types, functions, if statement would take up to 4 hours (6 max). It's acceptable lose for using much better and more popular tool. Beside you can learn great as you progress with building your game ("wild if statement appears" - and then you explain what is it)

4.  Hell no! Everyone is using Unity or Unreal. Whenever I see "tools for 8 year old to make games" compare list Stnecyl doesn't even make it there. When your pupils will go on with their life and say they used to program in Stencyl people would ask what is?

Don't make it 2x45 make it 90.

I probably started learning C around 14-15. Programming is easy, it's teahcers fault that they can explain it right. If you think your students will manage go for Unity if not go for Stencyl.

First thing I do in Stencyl is disable the phycis engine - I don't understnad  it. After playing the scene actors gets randomly relocated. So if you go with  I see lots of your students falling in the same trap.

Don't use official tutorial, they are terrible.  Use one of the "good ghosts tutorial" from their private sites but it would better if you did tutorial on your own (this way you knows exactly what goes in your code).

Ask a Question / Re: Making a Upgrading Button
« on: February 18, 2016, 06:03:47 pm »

- The answer is trigger events => Whenever you sell your resources you trigger event "1" that checks if you have required resources if you don't change animation to Deflaut Animation
- Don't understnad the bracket part
- I believe there is an event called Mouse on self in actor behavior. Use that.

Ask a Question / Re: Need help with baddie deaths!
« on: February 06, 2016, 12:13:16 pm »
Mark as solved

- Keep player unequipped stats  seperate from equipped stats (this is actual variables you will use in fights)
- recalculate equipped stuff whenever you are putting on armors or leveling up.

Handling inventory:
- I would say give each item an index regardless of type. For example #0 - would be a normal shield #1 epic shield #2 - stick #3 -s word etc.
- As you get a sword form the world you add index of foudn item to the lsit representing your "Inventory"
- As you open your inventory you ask "InventoryHandler" what picture to put for each item in "Inventory"
- "Inventory Handler" is list of lists if you ask outer list for idnex #0 it will return "ItemDescription"
- "ItemDescription" holds actual stats and infos about tyour weapon

Example of "ItemDescription"
#0 type (0=sword, 1= shield, 2=armor)
#1 damage (cna be 0 for shields if 0 jsut dont display it)
#2 defence
#3 health bonus

- Player wants to put on armor by clicking actor which holds index
- Actor asks "InventoryHandler" for info about myself
- type == 2 so its ok to put on armor (we dont want to have armor put on in sword slot)
- since its ok update equipped stats:
       - attack = natural attack + sword attack bonus + armor atack bonus + shield attack bonus
      - defnece = smae as above
     - helath same as abve

Ask a Question / Re: How to make an actor move where I click?
« on: January 31, 2016, 04:41:39 am »
1. On click event read x and y of mouse
2. In actor event set x and y speed so that actors moves towards saved position
3. In update of actor if actor is moving (not yert reached its destination) chekc if actor has reached its destination (check acotr position with saved mouse location).  If actor ahs reache dits destination stop moving.

Ask a Question / Re: How to get an actor name the mouse was pressed on?
« on: January 11, 2016, 02:18:26 pm »
Create an attribute called "characterselected" and when mouse is pressed on "ben" set actor to "ben".

+1 but wont work if players are overlapping

Ask a Question / Re: How to make a in the air jump
« on: January 11, 2016, 02:15:49 pm »
You need to make it as function that describe position(time).

You got two phases:
1. going up - simple increase y over time
2. circle to the side - check parametrical circle equation

Pages: 1 2 3 ... 28