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Messages - smithroat

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1
Ask a Question / Re: Creating Moving Clouds
« on: April 02, 2013, 06:51:31 pm »
Well, I had a few free days so I thought I'd check up on you.  I'm gone again after tonight, but I still peruse Forge daily.

Aww alrighty. well it was great to hear from you again. take care man! :)

2
Ask a Question / Re: Creating Moving Clouds
« on: March 31, 2013, 08:51:36 am »
If you are spawning them at the screen width, it's probably beyond the coding bounds for them to accept coding, meaning that you will need to add "make self always active" (and possibly change your off screen bounds so they don't die upon creation).

EDIT: I guess Innes just mentioned those two things too :P.

Well, i don't really know how to do the "change screen bounds." i put in the when created event, "make self always active." nothing changed. The clouds are now spawning on the left side of the screen instead of entering on the right side. they are also not moving.

I'm so confused man.

Create cloud at screen width + camera x + offset (if you want one) and whatever y

When created:
Always active
set x-speed to #

Always:
If x of self + width of self < cam x
   kill cloud

G.G.

EDIT:
Also, if you want random spawn times:

When created:
trigger event rando

when rando happens:
set number to random # between __ and __
do after number seconds
   create cloud
   trigger event rando


HEYYYY!!!!!! I thought you said you left!?!?! Good to see ya didn't!

3
Ask a Question / Re: Creating Moving Clouds
« on: March 30, 2013, 09:59:29 pm »
If you are spawning them at the screen width, it's probably beyond the coding bounds for them to accept coding, meaning that you will need to add "make self always active" (and possibly change your off screen bounds so they don't die upon creation).

EDIT: I guess Innes just mentioned those two things too :P.

Well, i don't really know how to do the "change screen bounds." i put in the when created event, "make self always active." nothing changed. The clouds are now spawning on the left side of the screen instead of entering on the right side. they are also not moving.

I'm so confused man.

4
Ask a Question / Re: Creating Moving Clouds
« on: March 30, 2013, 09:48:38 pm »
You can't use a time loop in an "always" statement without using booleans or something to turn them off. They probably are overloading your system (as you are trying to make a near-infinite number of them!) Try doing it in a "when created" statement instead.

Okay Cool! The clouds are now spawning. but they arent moving. :P

5
Ask a Question / Creating Moving Clouds
« on: March 30, 2013, 09:32:46 pm »
I'm trying to create clouds at the right side of the screen and make them move left across the screen. Currently, the clouds don't show up so i cant tell if they are scrolling. I'm not familiar with coding.

In my code, i wrote:

Always

          Every 3 seconds
               create (Cloud1) at (x: screen width), (y: random number between 0 and 50) at front
                set x-speed to -30 for last created actor
                kill last created actor after leaving screen

          Every 4 seconds
               create (Cloud2) at (x: screen width), (y: random number between 0 and 50) at front
                set x-speed to -30 for last created actor
                kill last created actor after leaving screen

6
Ask a Question / Re: Score counter
« on: March 12, 2013, 01:25:43 pm »
T_T Impatient again, huh?  Well, if you're using the code I gave you, you already have the attacking player's info.  Originator!  So you just need to use:
for Originator get _PlayerID from Player Behavior or whatever they are called.  Make sense?

EDIT: You can also add in an attribute for the health behavior that gets the originator from the thrown snowball and you can use that for scoring.

Sorry to say, but everyone else is at a disadvantage when it comes to helping you on this game because I have intimate knowledge of all the code that you used. :P

haha yeah. :P Also, i tried doing it on my own. i tried doing it by assigning a different snowball to each character. But after i did that, when i tried writing the score code, it would just add points when ball collided with the other players. Overall, it doesnt work. I just want the players to gain points when they kill a player. not hit.

Also, i have no idea what you just said about the get behavior. I know the block you're talking about but i have no idea what to do with it.

7
Ask a Question / Re: Score counter
« on: March 11, 2013, 09:30:21 pm »
haha.. ^^
I'm not sure in the "if health blah blah part" XP

Alrighty xP

8
Ask a Question / Re: Score counter
« on: March 11, 2013, 08:40:01 pm »
Then create another actor, rename as "P1snowball" or something. ^^
if self hits P1snowball(or you can also use a group)
   kill last collided actor
   if health = 0
     set P1score + 1

haha.. I'm not sure with this, don't have stencyl so I can try. ^^

lol. then ill try it when you get back. :P

9
Ask a Question / Re: Score counter
« on: March 11, 2013, 08:04:48 pm »
How about name your snowball for each player? So that it would be easier to know who kill who? ^^

well the thing is there is only one type of snowball and each player is throwing the same snowball.

10
Ask a Question / Re: Score counter
« on: March 11, 2013, 07:43:17 pm »
poop, anywho, I set to where for each player, if "throw button" is pressed create snowball at x and y of self, then push last created actor in direction the player is facing. If last created actor collides with other players decrease health by one.

and on the health manager code for the players, if health is 0 kill self.

11
Ask a Question / Re: Score counter
« on: March 11, 2013, 07:37:51 pm »
hmm..this brings another question. ^^
How can a player kill another player?

sign on chat in the stencyl launcher. it will be easier to communicate. when you open up the launcher, click view--->chat

then add me.

12
Ask a Question / Re: Score counter
« on: March 11, 2013, 07:21:46 pm »
Making score is just like the "timer" code. You're just going to add points(increment or Add). ^^

ha alrighty! This is the second post of mine you commented on. You searching for my post?! O.O

haha..not really, just browsing the "New Posts" ^^

Ha, alright. Oh, if its just like the timer.... how do i set it up for each player individually? I only want players to gain a point if they kill another player. I'm clueless bro. :P

13
Ask a Question / Re: Score counter
« on: March 11, 2013, 07:12:42 pm »
Making score is just like the "timer" code. You're just going to add points(increment or Add). ^^

ha alrighty! This is the second post of mine you commented on. You searching for my post?! O.O

14
Ask a Question / Score counter
« on: March 11, 2013, 07:05:32 pm »
I'm making a 4player game and i need a score counter. I want the score tracker to be where if P1 kills P2, P3, or P4, he will get a point. Same for all the other players. So far, i made the draw and attributes but i dont know how to create the actual score count part.

first 2 pictures below are my code for the scorecounter. third pic is what the score text looks like in-game.

open picture in new tab to see full picture.

15
Ask a Question / Re: Countdown Timer
« on: March 11, 2013, 11:51:38 am »

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