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Please rate this comment up if you would like to see more tutorials about Stencyl (and please comment yourself about what you would like me to cover) so that I know what you are interested in seeing. Thank you.
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Hi Abigayl, I want to start off saying I love your tutorials, they're very helpful.
I have a problem with the way you've coded the HP attribute. I have followed your coding exactly, but bullets subtract 1 or 2 health from enemy targets, and very rarely even 3 HP per bullet. ( and I noticed this problem in your demo as well, its just masked by the large number of bullets, and thus hard to notice if one bullet is doing 1 or 2 damage to a 3 HP target.)
Is there any way to code the HP so that this does not occur? any insight into why this is happening at all?
Recap: I set enemy HP to 10. I code so that if HP > 1 to decrement HP by 1. else kill.
I print the HP value rather than a picture bar. about 40% of the time, One bullet takes enemy from 10 HP to 8 HP. Rest of the time, HP from 10 to 9. Halp.
Aye, you are correct and yes the sheer number makes it so I missed that error. The simplest way to correct it is to add an extra code in the "EnemyMotion" behavior. Just before the "if HP > 1", drag in a kill code (from Actor -> Properties) and change it to say "kill last collided actor". That should work.
The next tutorial goes over how to make a powerup, which you should be able to manipulate to change shooting or other things (I suggest using a game attribute for something permanent like that). If you want me to show you how to change it after the tutorial comes out on Saturday, let me know and I can stream it for you (livestream.com/poweredbyflowers).
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I would like to see and learn how to make a realistic gun. How to add recoil, gravity to bullets, knockback and other stuff.
Will keep that in mind for future tutorials, but it's a lot more complicated than this, so might be much later to see if I can even simplify it to a tutorial.
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best tutorial ever!!!!! i changed up a few things in it and instead of my mouse as the aim and shooter i made my space bar because i learned alot from you.
5/5 just as i rated your other tutorials
Thanks Snackman. I'm glad to be able to help :). I'm also happy to hear about people taking my ideas and making them their own. My desire is not to see a bunch of copies but rather people expanding on the ideas I laid out, which it sounds like you are doing.
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I followed this tutorial exactly and I have a 75 tile long screen (each tile is 32x32 and the character is 30x90) and when my character passes oh say about the 1/2 way mark across the level, the bullets only shoot in the left direction! The ip and down is fine, to a point, where they wont pass about 45 degrees in either direction. Once I pass over the halfway mark again, the bullets act correctly. Help!
When making a scene bigger than one screen, you need to add to the player: "always move camera to self" and add the x/y of the camera to the x/y of the mouse in the atan code.
My graphics are generally pretty bad too, unless I spend a LOT of time on them. That come down more to networking. There are forums on Stencyl.com to find artists/musicians to work with or DeviantArt is another good choice.
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I managed to fix this using a boolean flag similar to how you restricted the firing speed in the previous tutorial. a "do after 0.05 seconds" block to reset after decrementing the HP was sufficient.
Thanks, yes, I have had that problem in the past (took me a while to fix in Holiday Block Breaker), and that is indeed the fix. I rated up your comment so hopefully others will see it too (unfortunately, my base file for tutorial 4 was damaged so I cannot update it directly).
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What to do when your own bullets hits your own actor? Cause I cant get the bullets in front of my actor so he can shoot the enemies. My actor hits himself and then the bullet is gone
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OMG I really need your help to make my game.What ever I do it sometimes work like I cant get score I cant find out how to make the enemy's move left to right by them self because I am trying to make a maze game so I cant have the enemy's spawning all over the place.Please help me I would love you if you did help me. <3
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I have to admit that this tutorial is best if you need help in starting "programming" in stencyl, very usefull and simple. tuvm.
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I went from understanding jack-butt of Flash Game making to...well, understanding the bare basisc of Flash Game making. Thanks!
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I followed your tutorial again and saw i used "Group for this actor's colliding shape" instead of "group for colliding shape". Now the bullets work properly. But may i ask you what is the difference between those 2.
P.S. Thanks for your help but i may keep asking questions later on but right now I'm doing good.
The "group for this actor's colliding shape" is a very rarely used code, but it is indispensable to some programmers. It is designed for those who use multiple collision shapes on a single actor, such as animation that includes a sword. Those animations can have multiple different groups attached, and that code allows programmers to figure out which one was hit. For the majority who use one collision shape per actor, it's not needed.
I read all comments. To make the actor point towards the mouse cursor, follow the same idea in this tutorial (with the arctan2 coding) but instead of setting the bullet's velocity in that direction, use "point self to x degrees" under Actors -> Position. Note that I think you have to add 90 degrees to the amount you get for the pointing to work properly, and in order to point continuously, it will need to be in the "always" heading... I will caution you that doing a trigonometric function in an "always" heading can lag the game a bit, so I would not advise using the code if it is an intensive CPU game. Hope that helps.
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alright i got it...seems i forgot the whole local/global attribute thing. :s Thanks Abi.. ^-^
Also, on a side note, i decided to make a key press to start the game from title screen than clicking the start button.
Just so i stick it in my head...what is the big difference between a local and global attribute?
Aye, key presses are good. The difference is that local attributes are ONLY used by the current behavior (and for each individual actor, aka: multiple enemies with the same behavior can have different local attribute values). Global (game) attributes are used by any behavior, and if the value changes one place, it changes everywhere. Also, local attributes are not saved/loaded whereas game attributes are.
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Found the problem..but i can't do anything about it. It's the Increment/Decrement...it won't let me change it from "number" to HP. Yet i created the HP attribute as a "number". Also of note, i only have 4 options when making an attribute while your Tutorial shows...more. Either i'm running an old version (which seems odd cause i got it less than a week ago) or..i dunno. *confused!*
Chaz, the issue is likely that you are trying to use a game attribute (purple) for the HP when you should be using a local attribute (blue). Try making a new local attribute for HP and use that instead. Let me know if it still glitches.
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Upon some messing around..it's something with the HP code..when i removed it i could test my game..when i put it back in..i couldn't. hmm..must of missed something.
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Really enjoying the tutorial series, wonderful step by step approach. I think the way the development of the tutorial game has progressed, it would be interesting to see each new development as an additional level, with the design for integrating levels into a game, with progress indicators, checking the score or achievement on each level to progress, a selector on the opening screen for picking opened levels and how to save level progress for the user between games in the sol / saved information.
Seems like my last reply got deleted somehow... I will try to fit as much of that into Tutorial 5 as possible. Thanks for the suggestions :) EDIT: I have just finished the foundation for Tutorial 5, and unfortunately, level select does not fit, primarily since I need to have multiple levels to show how to do a level select coding...
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I would love it if at the end you showed a picture of all the coding you changed so I could fix my mistakes without having to go through the tutorial at the end.
There are so many areas that can change that it's hard to do a screenshot of all of the updates... would require a couple of slides just to show all of the code. I tried to do something similar by having recaps, but I know it's not quite the same thing.
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my bullet is just weird looking i dont even see it on the screen. idk plz message me back threw pm and help me cause i rlly wanna become as good of a game maker as you
I've replied to the PM. I highly advise coming to the livestream for one-on-one help. Even if I am not on, there are other regulars there who might be able to help out.
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I am curious at how many people come to these tutorials just to play the game at the end, using "2" to skip there. If you are one, please rate this comment up (else please don't :P). Thanks.
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I hope it's not the last one! I've just need to study trigonometry a little bit (as well as English)) and I hope I'll make at least one stupid game) Oh, my mistake, I should say thanks first! Thanks a lot!!!
lol, you're welcome. I'm glad to be of help :). The fifth one will be the last one for a while. (I may do a second set focusing on platformers when SW2 comes out).
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Abigayl, thanks again for a wonderful tutorial. I think you are covering Stencyl at a really useful pace. I've been poking around the program for a few months, but have always run into problems figuring out how to do things. I'm beginning to understand the steps that need to be taken. Even though I'm not working on an 'avoider' game, this has helped me with what I am doing. Oh, and it has also reminded me that I'm a little rusty on my trig, need to crack open some old math books. I'm really enjoying this series and it is helping me a lot. I'll be eagerly awaiting your next tutorial.
Thanks Zhane :). The fifth tutorial will be my last for a while. I am glad to see that people can look past the idea of this being an avoider game and use the actual concepts to help them with their own games :)
Are you sure you attached the behaviors? If you want, upload the game to Forge and send me a PM with its name and I'll take a look at it to see what's wrong.
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Oh, I accidently did create bullet at (x:x of self, y: x of self.) by the way the bullets weren't going where i clicked, they were going at what seemed to me as random places, and I just happened to click on two in a row and assumed wrong.
Unfortunately, I cannot. I am almost up to the maximum horizontal size allowed and to make the pictures bigger would increase the file size quite a bit :(
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I had to tweak the collision part (the colliding shape detector) a bit to make it work due to updates. It works, but hope it will not cause problems when I finish tutorial 4.
There are many ways, including the collision tab (I often create a new box collision and then cancel as it will show the actual size if I've adjusted the collision box currently on it).
If your scene is bigger than your screen, you'll have to add the x/y of the camera to the x/y of the mouse for it work properly. If you post a screenshot of the coding (or upload the game to StencylForge and make it public), I can try to look at it to see what's wrong.
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Hello Sirmoo,
For whatever reason, I can't seem to create a response, but yes you can. In the Actor palette, there is a "face direction" code and you can use the same coding for the shooting for that direction (you will likely have to add or subtract 90 though to make it work).
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Hey there! Is there any way i can have my player face the mouse constantly, like turn and face the mouse no mater where it is on the screen? I keep trying but still have no luck :(
Can you describe the crash? Is there an error that pops up? If you want, upload the file to StencylForge (don't forget to make it public) and let me know the name, and I'll take a look at it for you. There's not much I can do without seeing the file itself.
Perhaps upload your game to StencylForge, make it public, and tell me the name of it. I'm still not understanding the issue, so seeing it directly might be better.