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Messages - redpesto

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1
Old Bugs (1.x/2.x) / Re: Rotation/Spin incorrect
« on: June 25, 2012, 01:18:27 pm »
Nope. Didn't work - I haven't tried the latest version on Stencyl -is this fixed now?

2
Ask a Question / Re: Outrun style movement
« on: June 25, 2012, 01:17:46 pm »
Bumping this as some guy is making an OutRun clone (JAVA) over here and it really breaks down the whole scaling this (and is a jolly good read!)

http://codeincomplete.com/posts/2012/6/23/javascript_racer_v1_straight/

3
Alright, it's on Forge as Redpesto Example. You can check it out. Fun fact: some of the parts I got from already existing Snake Kit. ^^'

But yes, I hope it gives you the general idea how to do it. ;)

Oh, and in the Scene event I included restarting level through Enter button!

Wow! Thank you :D - I've just had a look and it'll take me a day or two to work out exactly what is going on here but just knowing it works has given me an end goal  8)

4
You still need to test that the blue square is in a legal position for this to happen. I recommend using the x and y coordinates rather than collisions to determine this.

Care to elaborate?
Does the blue square check the relative x,y to the right to see if there is still a brown square there? Using what command to do that actual 'check'.

(Thanks for your help all so far, this idea seemed so simple to me this weekend lol)

5
Attached is an example. All I want to happen is, if you click a brown square up/down/left/right of the blue square, the blue square detects this and moves itself into the empty place.



6
I tried the cross that extends outside of the actor but it doesn't accept negative values so I can't place it above and to the left of the actor.

I'll put the code and example up in an hour when I get back home.

7
Wow, this has gone way over my head! haha.

Lets reframe this and cover the basics:

Why doesn't it work when I attached a ' NOT colliding top' to the blue block and the brown block above is clicked/killed. The way I thought this was going to work was...


Tell blue block that if the block around it is removed then nothing is colliding top/bottom/right/left  and to print top/bottom/right/left in the console.

Is the problem to do with the updating or due to the blocks laying next to each other are not actually touching?

8
But then I would have to create the regions dynamically. The idea is, that if the blue block detects there is no brown block above it, it moves into that space & the collision routine starts again. I don't think regions is the way to go.

Anyone know how to make this work please?

9
Hi all,

I have 9 blocks like this:


When you click on a brown block is kills its self. I've been trying to get the blue block to detect when one of the brown blocks disappears and which one(s) have been removed. In my design the blocks are actually perfect squares rather than the wonky sketch above.

Can someone point me in the right direction to do this? The new 2.0 collisions are confusing me a lot.

Lets say you click the brown block above the blue and then the one to the right, how do I go about reporting that via an attribute?

Many thanks, as always!

10
Ask a Question / Am I going crazy!? I can't get any collision to work
« on: June 03, 2012, 02:05:30 pm »
I have a square actor and next to it is another square actor - I've tried all the Collision types to detect they are touching and I can't get them to register with a print 'TOUCHING!" in the console.

Is 2.1 broken!?

11
Old Questions (from 1.x/2.x) / Re: Repel actors on screen touch.
« on: May 08, 2012, 08:44:20 am »
Okay, I already feel pretty out of my depth on this one.

I suppose the first step is; while I understand how to apply something if I'm clicking directly ON an actor, I don't understand how to set up applying something if clicking NEAR an actor. I'm thinking I have to work out the relative value between mouse and actor but this needs to be a radius around the actor. Like so...



So Self X-Centre +20 is just working in a straight line. How do a create a circle around the actor that detects when the mouse is in it.

Thanks.

12
Old Questions (from 1.x/2.x) / Re: Repel actors on screen touch.
« on: May 05, 2012, 01:24:49 am »
Thanks all, I'll give this a blast on Monday and feedback.

13
Old Questions (from 1.x/2.x) / Repel actors on screen touch.
« on: May 03, 2012, 06:29:57 am »
Hi all,
Just trying to find my feet with the new iOS features. What I'd like is a few actors just sitting around and if you touch near one (say you press just to the right of the actor) it repels the actor away from where you are pressing on the screen until it's no longer within the range of where you pressed. Repelling faster if you press closer etc...

Any pointers on where to start?
Thanks.

14
News / Re: 7 New Transition Types
« on: April 14, 2012, 11:38:58 am »
Me too. Is there anything on the forge that does the slide that will work on iOS?

15
I'll just wait for 2.0 and feed back if I'm still having trouble.

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