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Thx abi for the tutorial it helps alot,if made a small test game where I do as u say in the tutorials but Im still not ready to start a game I want to publish expesicaly with the bad animations im using
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Ah, my game looks more complete now. It's running pretty well too, which is nice. This tutorial was also easier to follow, compared to the previous one. Thanks Abi.
I'm trying to balance the line between really explaining concepts and the best way of doing things as well as making it accessible. I'm glad the balance is starting to work :).
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I hope this tutorial helps out a lot of you understand the basics of enemies as well as the advanced level switching technique. Please critique (comment) if there is anything you would have preferred different. It's feedback that has helped me evolve these tutorials into be more accessible and user-friendly. Thank you.
Just FYI, you might experience a bit of lag in the game portion. Since I am doing a game inside of a tutorial, my lag is much higher than normal. You don't have to worry about lag if you make a game based on the tutorial.
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Thank you everyone for your ratings. If this tutorial can keep its rating up (3.80 at the time of writing this), it will be in position for third place in the weekly contest :)
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Thanks for your tutorial! It's really great, but I don't understand one thing... I know what is 'if' and 'otherwise'. Otherwise mean 'else', am I right? I don't know. I don't know what does 'otherwise if' means. I completed all 3 tutorials.
Borowcy
"Otherwise if" is the equivalent of "else if". It is used to chain together "if"s in order to make sure only one of the conditions is followed, even if more are possible.
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I recently started to continue my game on Stencyl but then quit due to the lack of support from the forums. Now that I see this I might start again.
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I just finished the tutorial 2. Now this is next on my list. Making progress so far. I hope once i complete all the tutorial I can transfer my knowledge in making my own games.
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I tried to change the order of my levels, but instead it still starts at what is supposed to be the second level. Any help?
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Hmm, now that I look at it again, it's actually that my player character hits the door and stops, like it's hitting a wall. (My door is very big). I havn't changed anything since the last 2 tutorials, I just added to it. So, he's stuck mid air on the invisible wall for .2 seconds (I assume) and then, after the transition happens and I'm in the new level, the guy goes flying off towards the left (since I was holding the left key down) and it's like the invisible wall is gone since I'm now in the new level. Any help on why this is happening? I assume it must be something with the transition coding, but I have no idea what. Thanks.
With a crossfade coding, the game keeps taking in inputs, such has holding down in a direction. If you don't want the player to move during the transition, drag your entire movement coding into one giant "if"; then, add in a "not" statement; then, go into the Scene palette and find the "scene is transitioning" boolean and drag it into the "not". That makes it so the movement coding only works "if the scene is not transitioning". :)
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I'm really enjoying your tutorials and finding them extremely helpful! But, I seem to have 1 small hangup each time, lol. Anyway, in the last 2 tutorials, when got to the door, I crossed into the door before the scene started its crossfade, now, as soon as I hit the side of the door, it transitions and I am running left (nearly off the screen) as soon as it gets to the new level. I guess my question is, why is it now transitioning earlier than before, (as in hitting the right side of the door) as compared to after crossing into the door. Thanks for any help.
The transition didn't actually change. It had been doing that all along. However, before it was reloading the scene, so you were able to see the player re-appear at the start while seeing the player at the door. Now that you are transitioning to a new level, it's more noticeable.
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I've had some programming experience before, in a language called Scratch. The coding is like Stencyl, but extremely simplified. I guess that's why these tutorials are too slow-paced for me; I've been able to figure most things out myself. I'm working on a platformer game where, instead of jumping, you flip the whole level upside-down (I use a different scene for the upside-down version).
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These tutorials should have a rating of at least 4.25 but ok... haters gonna hate haha
Thanks Abigayl for them, now I know how to easy make my own games, and it seems very simple to me because I've programmed for a while and I can perfectly understand the code. Thanks again ^^
Thanks. My first set did average over 4.0, but for whatever reason my 2.0 set has not taken off the same way even though I made it a lot more user-friendly... go figure. Thanks for your support though!
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hey aby i have a question for scene transition i want the player from scene a to appear in scene b, but the actor starts on the left and to get to scene b goes through the right. but when i go back form scene b to scene a i appear on the left when i want him to appear on the right
I'm a bit confused as to what the issue is. I would likely have to see the code (i.e. put it on Forge and public it). Unless you have a code in the player's "when created" that sets him to start in a certain place, you should be able to set where you want him to start in scene behaviors/events or drag him into the scene in the creation tool (make sure you aren't using both at once; that can cause issues too).
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I'm super psyched about the animations tutorial. Hoping I can change whether my character looks when it's going left and right and walking? I've tried, but there's something missing, it keeps glitching/not doing it.
The tutorial covers idle, walking, and jumping animations... If you want an advanced copy, PM me your email and you can beta-test it :) (almost done now).
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should make it so you fall directly if u hit max y, since who hovers when they are at the top of the map:D or just make the y+ max coords a bit higher than the actual screen
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Well, i seem to have a problem that if a enemy is made off screen, or a few tiles above the player, and then moves off screen, they stop. just stand there and do nothing. any ideas on this one???
You want to use "when created - Make self always active/simulate", just like we did for the player. The issue is likely that when the enemies go off screen, the programming stops functioning for them unless you tell it not to.
The only difference is in the layer that the actor might be in (depending on the order you place them in the scene), but that is true for making everything by code as well. So, in short, no real difference that I know of.
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Nice tutorial! One question: Is there a way for an actor to get to another region within the same scene? For example, when the actor "entered" the door, would it be possible for the scene to fade out and the actor would still be inside the scene but at a different location? Sounds a bit complicated, now that I think about it.
Yes, that's entirely possible. In fact, I am doing that in the tutorial itself! My tutorial is all one scene, which is why it flows so nicely from one scene to the next (and why I can use the slidebar on the bottom). What you are actually seeing in the game demo is the actors just fading out (or dying) and moving (or being created) between levels or when you die :P. To move the actor while in the same scene, you just set the x and y of it to the new location (found in Actor -> Position palette).
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Great set of tutorials that you have going here, can't wait for the next one! On a side note, any idea as to why I can't move the character in my game all they way to the right? I'm almost to the far wall, and I die and restart the level. Thanks in advance!
Rabe, did you accidentally swap the "y of self" for "x of self" for the death coding? That would easily explain your issue since earlier I was talking about how to check to see "if y of self > scene height" to kill you for falling down. If you accidentally put in "x of self" instead, your error would be the result.
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I like the door level switching to current scene plus one. I attempted to code buttons that fetched game attributes and modified them to minimize the number of button actors I created but it failed. I would love to see more dynamic code like this in the tutorials.
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When will next tutorial be out?(soz if Im rushing u I realy want to be good at programming and I like the tutorials )
In order to do an animation tutorial, I need help from a friend to make animations for me (I can't draw well enough), so I won't be able to start until I get them. Might take a bit.