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lol last question (i hope) does the 2.0 version look like this?
http://prntscr.com/zmhsa
if yes then it have changed and u need to upload newer tutorial and if not then ill download 2.0
That looks like 1.4 actually. 2.2 (which is actually what this tutorial is based on) has a Settings button on the top, along with other differences that I don't see in your version.
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i cant upload on stencyl coz it wont let me log in
http://prntscr.com/zlz63
are there any ways to slove that animation error?
maybe ive typed some codes wrong
I would suggest contacting Stencyl if the problem persists. Perhaps your password got screwed up or something. It's also possible that your download got bugged.
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i have a problem.
with this new updates or idk wat causing this problem, i created animation of player moving left but when i tested game it was like this
http://www.youtube.com/watch?v=LwQr997iZ_o
Very unique error. If you want, upload the game to StencylForge, make it public, and let me know the name, and I'll try to figure out what's going on. It's hard to say from just your video.
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It's really great that you make these tutorials, although i found this one a bit faster than usual. The only problem I have would be that my jumping animation does not want to play AT ALL. I actually copied your entire Event Set from the end but for some reason it still won't play the jumping animation. Any quick ideas how to fix it?
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Dear AbiGayl- While eagerly awaiting your next tutorial, I started to mess around with some sounds. I uploaded a spoken sentence, set up an actor as a sensor and placed it in the scene... However, when my player touches it, it seems like Stencyl plays it 100 times at once. It has like an echo effect. Is there a way to get the sound to play only once when my player hits the sensor?
Thanks, Enneadeka.
You can use a boolean attribute in either the sensor or player (whichever is the code you are using). Set it to naturally true (i.e. set it to true in "when created"). Then, in your coding that sees if the player is close enough to trigger it, inside check to see if the boolean is true. If it is, play the message and turn the boolean to false. Since you are turning the boolean to false inside, it will only trigger once.
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Dear AbiGayl- Thank you so much for taking the time to create and share these with the Kong community. I have learned more from you in 3 days than I ever thought possible. One thing I need help with now is dialogue... any suggestions on where to start? Thanks again
You're welcome :). As for the dialogue, dialogue is generally just a well-disguised button, which is something I will be covering in the fifth (final) tutorial. The basic idea though is to create the dialogue box and then use draw text coding to create the dialogue itself, and then add a quick code so that when the user clicks, advance the text and/or close the dialogue.
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Ok, thank you. I figured that first part might have had something to do with it. But I was completely clueless to the second reason. :p
Aye, tiles require the scene to broken into a grid, which is fine in a game, but I wouldn't be able to do the narrow borders around the game section with that grid.
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Great tutorial, it's very much needed. I'm not sure about everyone else, but it seems sort of slow on the part with the enemies. Is there a reason why? And is that likely to happen in my own game?
The issue with the in-tutorial game is two-fold: First, it's a game inside of a tutorial, so there are more things going on at once, which increases lag. The second issue is that since I need to be able to create and destroy the game, my "tiles" are actually actors, which also increases lag. Thus, you can assume that it won't nearly be as bad in your own game; a game of the size in the tutorial made "correctly" should run perfectly on even slow computers.
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Thanks for yet another nice tutorial Abi, and for continuing the series. Now if only I could draw decent sprites my simple game would be even better. Looking forward to the next one :).
Aye, it's tough to be a developer, artist, coordinator, publisher, designer, and everything else all at once, isn't it? :P Best advice I can give is to make a game that has potential and then find someone who wants to work with you. Perhaps see if they want to do a revenue split system. I've used DeviantArt before to find artists, but be prepared to spend at least a bit for the help ;).
When I asked for an animation, all I asked was to have something to replace the stickman... that animation was cucumkid's own choice as to what to use... although its quirkiness almost fits the tutorial... almost :P
Hmm... menus will be a large enough thing on its own... I might just do all APIs as a side tutorial... good idea though. As for code mode, since most is done in events, and for whatever dumb reason, events don't show code, it's rather tough to demo that with the codes made so far in this tutorial, but I will still try :)
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Thank you everyone for your patience in waiting for this to come out. The fifth and final tutorial for this set (covering menus & Kong API) should be out much faster than this one was. :)
Just as a heads up, the fifth tutorial will only be covering menus... and it looks like I have to apologize for the delay again as I am writing this a month later and am only halfway done. Since the fifth will be my final tutorial, I'm focusing on doing expandable techniques, which take some time to explain.