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I just noticed, you do not have to create WASD as a separate control and do the extra coding. You can just select UP, and add the letter W. This should be mentioned in the updates section. But its still good to know the logic when we do it your way.
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For those who are attempting to do this tutorial. Remember to have the "otherwise if" and "if" and "otherwise" brackets appropriately placed. Sorry for double post, my last comment was not clear.
Positioning indeed matters a ton. Lots of times, the wasted hours spent on debugging end up being a search for a simple thing out of place... just be glad this isn't direct coding, so it's not a semi-colon or similar near-impossible-to-find issue ;).
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For those who are attempting to do this tutorial. Remember to have the "otherwise if" and "if" and "otherwise" brackets appropriate. It took me long time to figure out what I was doing wrong and how to fix it. But its the learning process. When you make mistakes you learn even more from it. Moving to the next tutorial!
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I don't know where the receiver " when this hears text" is? In tutorial it shows its under behavior -> State palette. Due to the updates, it's not there. What should I do?
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So far I am finding this tutorial a bit challenging compared to the last two. When you want me to move things around using "shift" or "alt," I need to pay very close attention to where I am moving it to. Hopefully it will get easier.
Holding "shift" allows you to move only one piece of code (if you DON'T hold it down, it will move all of the codes that follow it too). Holding alt makes a quick copy of the code; that alone can increase coding speed drastically. If you watch the stream carefully, you'll see I use both proliferantly.
I'm glad you liked it :). I also have more recent tutorials for the latest versions of Stencyl. One is a very detailed tutorial for the actual current version :).
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Thanks for the reply! I had to edit it again because if a person goes off the edge of the screen then their score still counts, so instead i added another "reset" thing into the scene, and this one doesn't change the highscore, so it still works even if you fall off but they can't cheat =D.
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I moved the 'set high score' from the 'Die' area to an 'always if' section so it will move up as the player beats it. Will this create more lag?
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having problems with left and down registering. Looked at it lots of times coding seems correct but it doesnt register. The other directions work just fine.
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Hey i wanted to ask this to anyone that playes this tutorial am i the only one that stencyl wont let me place the otherwise or otherwize if blocks under if in the middle of the tutorial?
Those can be finicky, especially if you don’t know the trick. To place in an “otherwise if” below an “if” when there’s other code below it, you have two options: 1. Move the old code below out of the way, drag in the “otherwise if”, then replace the old code (always works but tedious) or 2. When you drag in the “otherwise if”, pretend you are placing it over the “if”, so that the top of the “otherwise if” just barely covers the “if” writing in the original “if” statement; there’s only a few pixels of error to make it work, but it will snap into place correctly if done right (do not ask me why this works and the “normal” idea of placing it under doesn’t… it doesn’t make sense to me either).
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Sorry for the triple post, but when I test the game it spawns only one enemy.
I put something like this: [when Created:] Trigger event create
[every 6 seconds:] trigger event create. And for the spawn enemy thing I did the exact same thing but except it says [when "create" happens:]
(whole enemy spawn thing)
Hmm... that's strange. Can I see screenshots of the coding? (BTW, PM is a faster way to reach me than comments; I don't check all tutorials every day).
That is in the Behavior palette. All you do is type in the name of the event you wish to trigger for the actor (use the same name as the receiver from Add Event -> Advanced -> Custom Event).
I will be working on it as soon as I can... I'm hoping to have it up within 2 weeks time. I have a lot of things I am doing at once. I am curious as to why this is on the first tutorial set comments instead of the second set though :P.
Are you sure you used the same name for the score code as the name for Kongregate? Also, if you want to actually "see" the score, be sure to check the "display in leaderboards" when submitting the score to Kongregate.
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I am having a few issues after finishing with the tutorial...The first is that my character is constantly moving right without any button presses, and enemies are only spawning in the original corner. It appears that I made no changes. Thanks in advance!
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A difference between the first second version of the game in the tutorial is that, if the player leaves the screen, the game restarts on the second, instead of simply vanishing like on the first. I don't think you mentioned it during the tutorial or I failed to notice that part. What should I do in order to make that part? thanks
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Once, I made Pong using Flash. Then I was kind of demotivated to try other stuff because the collision was really hard to get right using it. But now that I've discovered stencyl and with the help of these tutorials, I guess I'll have no more excuses to delay my game designing learning and development, even though I'm using the 2.0 version , which makes it harder to find the right block, sometimes. xD
Thanks a lot for your help and keep going :)
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Hey Abi! You are doing an amazing job with this tutorials! I thank you a lot!
Since the tutorial are made with a old version of Stencyl, I can't find the receiver code in Stencyl 2.0. There are other way to make a method now? Again, thanks for your help and sorry about my english, I'm a brazillian and I am just start playing around with Stencyl!!
On the left, use "Add Event", then go down to "Advanced" to "Custom Event". As soon as I finish my Mr. Goldfish Reboot, I plan on making a second tutorial set just for 2.0 :)
In the Game Center, go to Collision Groups, and make sure the collision for your enemy group (actors, if following the tutorial) to itself is BLUE not GREEN. That will make sure they don't hit each other :)
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Thanks for the tutorial. I liked it very much and it works almost completely. My problem is that my enemies collide among each other and that makes the game really hard to play... Did I miss something in the tutorials?
Petterr, go into your collision groups, click on "actor" on the right side (or whatever you are using for your enemies) and make sure the "actor" button for it is BLUE, not GREEN. What is likely going on is that you have your enemy group to hit itself instead of just lining up on top of one another. I can try to show via livestream if it doesn't make sense.
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I hope to be updating this tutorial soon with changing the old messaging coding with the new "behavior" coding. I appreciate your patience in the waiting.
UPDATE: The game now has "photoshopped" in of the current version which shows the "behavior" category instead of messaging so hopefully there will be less confusion. I only did it for the actual scenes that use it though since it's a bit of a hassle to redo each scene individually for a non-artist like me :P.
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I haven't done any programming on stencyl or scratch or any of these programs, but i have done some on littlebigplanet for the ps3 where the programming is slightly less complex and can be used for beginners who have that game.
It's now called "Behavior", but all of the pieces work the same. Many of us who use Stencyl hate that change, but SW2 is almost out, which overhauls the messaging completely.
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Just wanted to thank you for your tutorials. And a quick note: I'm using StencylWorks 1.4.1 and apparently there is no messaging anymore. I don't know if that has been mentioned already.
For all those people wondering:
Instead of the "Messaging" Button there is now the "Behavior" button. Click it.
For actors (like the player) you have to use the stuff located under "Trigger", for scenes (e.g. when spawning enemies) you have to use the stuff under "Attributes". Other than that it's pretty much the same for actors and scenes:
1. Put "Enable behavior for this actor/scene" at the top of "when created" and name it.
2. Instead of "when this hears " use "when happens".
3. Instead of ""tell this to " use "trigger event ".
Great comment. I rated it up so hopefully others see it too. I would go back through and change the pictures to match the current changes, but when SW2 comes out (which is soon), the entire system is revamped, so I will need an entire new series for it.
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The only fault I find with these tutorials (so far) is that there is no reminder to comment your code. I always thought that was essential when I was learning programming.
If you are making a large game, then comments indeed can help out. Personally, I always found commenting annoying (I minored in computer programming in college) since I used names that allowed me to simply remember what each behavior did. It IS essential though for collaboration projects (so that your partner quickly knows what each part does).
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let me follow the tutorial again and see if i can correct it I'll start from the beginning, i fixed it somewhat it still crashes but it waits till all the enemies are loaded i can get to about 2500 points then it crashes i'll start from tutorial one and try again
That's strange... it's still working fine for me. Do other tutorials of mine crash too or just this one? If you can send the error message, it would be very helpful.
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Okay after the second wave comes out it seems to me they come out very very thick. and after a few seconds before the third spot has enemies, flash seems to crash it tells me An ActionScript error has occurred but it doesn't say what line and i don't understand the error, it doesn't seem to be very straight forward like java is. Any ideas?
Is this in your own game or in the in-tutorial game? If it is your game, it would greatly help to see your scene behavior that creates the enemies as well as a screenshot of the error message (I have had to become good at decoding them due to the number of errors I get in my own games).
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Abigayl, you mentioned sticking with Photoshop to Chad. I think that's a great idea as I've had much more expierence with Photoshop and it seems a little more user friendly than Pencyl. I don't know if importing of .psd simply doesn't work or if I'm too impatient to wait it out. At any rate, you can maintain the "free space" around circular objects by saving them as GIFs and then simply opening directly with Stencyl instead of trying (waiting?) to import them as a .psd. I've noticed the "click on the image to choose its transparent color" is useless in Stencyl so Jpegs simply won't work. Might be something worth sticking in a tutorial if you plan on covering inserting images. :) My apologies if you've already covered this in a tutorial4+, 3 is as far as I've gotten so far and these are great. Three "5"s so far, keep it up!
You have some good points there... might be worthwhile for me to make a tutorial about images in the future (haven't done it yet). Thanks for the 5s! :)