Can check in the StencylForge for "Demo- Updated Puzzle" (it's in the most popular section in Games) for a strategy. Basically "When Updating: set x-center/y-center of self to x/y of mouse"
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another question. I want to make the rain create at the top part of a scene, and fall at the bottom of the screen but not create and follow with the actors screen. Basically I have a tall scene that I want the rain to fall to the bottom of the initial screen and allow the player to drop further down and the rain effect not follow the player around. How would I modify this?
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thanks for the idea of just creating an actor at the location of the player that'll work just fine for what I am trying to attempt. I think another thing I can do is just do a normal draw code for just a few actors that fall from the sky and hit the player. This is kind of what I am attempting to do with your tutorial
http://www.stencyl.com/game/play/17434
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Another question, do I just add another otherwise if to the code with a new actor if I want other actors to collide with the falling ones and then just switch out player with the other actors?
Can you do it? Yes. However, please note that this methodology is a O(2n) size, meaning that for every single additional actor you compare it to, it will double the size (and the lag). I tried making a game once that used this method for bullets shooting at enemies and found the lag to be just as bad as normal actors when there were even like 5-10 enemies on screen.
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ive got a question, is there a way to change the animation of the collided actor rather than destroying them? I tried to change the animation and it changed the animation for every actor falling.
You mean the lagless actors? Not really. I got it to work once, but then I learned that changing animations is a rather laggy code. If you want to change to an explosion, etc. (something that will be destroyed quickly), you could create an actual actor where the lagless actor was right before it dies.
Yes it is: stencyl.com (well, it's free to use and to publish games that have a Stencyl logo on them. To get rid of the logo or to publish to non-flash, you will need a yearly license... but all of the options are free to use (it's just to publish to those areas that costs money), so you could make the game first, then see if someone wants to sponsor it, and at that time, the sponsorship should more than cover any cost of the license (or you can leave on the Stencyl logo and pocket all of the profits :P). It's a great business model.
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Very helpful, even when not doing it for the lagless method. I am constantly returning to here for quick reference of the square collision calculations for other purposes too!
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I love your tutorials! got me back to making a flash game. Could you pretty please make a tutorial on Player Health? i really get insane trying to get it to work. ( I can't figure out to use the intergrated "health manager" and am just not able to engineer my own version…) thank you very much, sir!
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I found this tutorial a lot harder to understand then your other ones. I have no real idea why but it was just harder.
The reason is likely since this is an advanced tutorial. I'm basically throwing out the system that the actors are based on and remaking it from scratch. That's heavier than any of the other tutorials I've made.
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wow abi, thats really neat,probelm is i dont understand anything...
oh well i might come here if i need help is stencyl.
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Just wanted to say thank you to everyone for your votes. At the time of writing this, the tutorial is in third place for both weekly & monthly. I appreciate all of your support :)
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needs a part select so if you missed something you could go straight back to it and talk about bullet hell this is even more extreme then the game you created! like always great work.
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good work. for all you that wanna see how good stencyl is check out my game at http://www.kongregate.com/games/snackman76/zone-x-asteroid-blaster
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Good work, Abi. I can't remember though - is this the one in which Sunflower was coding in AS3 using stencyl and you transferred it to blocks, or is it something else?
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Oh, just noticed one thing, though: in circular collision, you can calculate "[(half-width + half-height)/2 + (player half-width + player half-height)/2] ^ 2" only once, in "when created" or shortly after that and assign it to some attribute "Distance", rather than counting it during every collision check; it can save about 1/3 of squares calculation, it seems. ^^'
I noticed that too... was trying to keep things simple, but it's a good idea to add it anyways. Will see about updating it. EDIT: It's now updated to include this extra piece of coding :)
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I'm, like, totally collecting these spikes. Squee! ^_^
(too bad I totally forgot how to switch to previous page of tutorial >.<)
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Thanks Abigayl! You and Sunflower really taught me a lot. :p
Still, excellent tutorial and a very interesting take on collision. 5/5ed and faved like always. :D
Do you have another idea for collisions as well (besides the normal method)? If so, would love to hear it, always looking for new techniques. Thanks for the 5 and fave :)