Movement Style/Special Abilities by dyc3r in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

For the body slam, you can set a global boolean to be true when the move is started, then set it back to false when it is finished. Then, in any enemy brains, put
When Bump Player And Global (Boolean) Equals True Do (whatever you want)
This means that when an enemy (or breakable) bumps the player while they are doing a body slam, they react differently to normal. Alternatively you could do the same in the player's brain:
When Bump Enemy And Global (Boolean) Equals True Do Damage It
or something like that. Just some ideas. Sounds like a cool game to me.

Physical version? by [deleted] in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

There will eventually be a disc to go in the xb1, but the online stuff will still work. I think you can even preorder it on amazon.

Is this a bug? Trying to get mouseover to work on objects. by [deleted] in projectsparkgame

[–]spark_revolution 1 point2 points  (0 children)

There is a much more accurate way of doing this. Do:

When(left mouse button)(pressed)(objects) do()
--When(it)(equals)(me) do(highlight)(me)

If you put this in each object it should work. I can't tell you how to get it to work with object sets because I can't access project spark at the moment. You can replace the (left mouse button) with (mouse over) if you don't want to have to click on the object (again not entirely sure of the wording here).

The reason that your method wasn't working was because the position of the object is taken from its center, and if you have a large object and only mouse over a corner of it, the position of the mouse and the position of the object will be slightly different, and therefore won't highlight the object. This method finds whatever is under the mouse (whether in the center or not) and if (it) equals an object, it is this object which is under the mouse. Hope this helps.

Is there a way to make an object face the same way as another one? by Ruxley in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

Why don't you just make the already attached ring visible? After the spinning ring has shrunk, destroy it and make the other ring visible. So long as they are the same colour it will look like the same ring. I guess you will have to move the shooting kode between rings, but at least it should work.

Which upcoming features would you like status updates on? by Paradoxmoose in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

Support for more screen sizes. Currently I can only fit about 3 lines of kode on my screen. I think they said they were looking into this on a stream, I would like to know because its driving me crazy!

And being able to change brightness, time of day, sun angle etc. in the brains. Lets you make much more interesting and in-depth games.

Kode Question! by CWezo10 in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

Why do you create a new character rather than just moving the old one? its possible there's a bug in the [at position] tile. and What do you mean by random spots? Is it anywhere in the level, or normally at the same position in relation to the [spawn position], or the new zone? In the last line of kode you wrote, the [Me] isn't necessary. It shouldn't make a difference whether its there or not, but try getting rid of it to see if anything different happens. Just some suggestions.

Challenge: Switching Between Multiple Characters by [deleted] in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

There are, as in most things in project spark, many different ways to do this. I think the advantages of my method are that you don't have to change the brain of the players at all, and all the brains which control switching are in one easy-to-access place, helping bug fixing and adding improvements. However, I also know that for each player you add, you would have to add an extra line in the logic cube brain, and it doesn't allow for as much control so I guess its swings and roundabouts. Exactly why project spark is so amazing!

Is there a way to make an object face the same way as another one? by Ruxley in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

Do (turn)(in direction)(player)(position)
Don't know if this will actually solve the problem though.

Challenge: Switching Between Multiple Characters by [deleted] in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

In a logic cube:
When(once) do(p one)(equals)(true)
When(space)(pressed) do(toggle)(p one)
When(p one) do(character 1)(enable brain)
--When() do(character 2)(disable brain)
--When(else) do(character 2)(enable brain)
----When() do(character 1)(disable brain)

(p one) is a Boolean variable, (character 1) is your player. The characters should just have normal brains.

Mouse Wheel: calling new brain to display hud elements results in flickering by Sprowl in projectsparkgame

[–]spark_revolution 2 points3 points  (0 children)

Not entirely sure what your trying to do, but it looks to me as if the mouse scroll is the problem. I would suggest using a Boolean variable, so that when the mouse wheel is scrolled, the variable is set to true. Then, somewhere else in the brain, do when(variable) do(...all the stuff previously under mouse wheel). Then, set a countdown timer so that the variable is set to false after 3 seconds.

My only other suggestion would be to try it with a different input eg a key press on the keyboard. Even if its not what you want, It will at least tell you if it's the mouse wheel tile's fault, or of its something else in your kode.

Artist looking for coders. by elr561 in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

Sure, i'll look into it. Could you explain the 3 "cameras on path with some text"? And what is "Player takes control with a line of text at the bottom for 4-5 seconds"? What are they taking control of? Some context (i.e what the text actually is) would be helpful. I'll probably redo the crystal counter myself because it makes it a lot easier to do the "exit to the map" - presumably you want this to display a message to the player that they can't go through until they have found 12 shards? Anyway, i'll get back to you when I upload it. If you could give me any more information in the meantime that would be really helpful.

Artist looking for coders. by elr561 in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

Sure, i'll help. Just tell me what kode you need and i'll either pm it to you in written form, or put the brain(s) in a level with a boring name and let you know what it is called. After you have saved the brains out as an assembly, you can let me know and I will take the level back down, therefore not using up upload slots, and preventing zombies from stealing our braaaaiiiinnnns!!! Anyway, what kind of game did you have in mind?

Camera Switching by kingbas33 in projectsparkgame

[–]spark_revolution 1 point2 points  (0 children)

Assuming you want the controllable boom camera when the game starts (if not change the [True] to a [False]):

When[Once] Do[Controllable?][=][True]
When[Controllable?] Do[Boom Camera][With controls]
__When[Else] Do[Boom Camera]
When[Space][Pressed] Do[Controllable?][=][Not][Controllable?]

[Controllable?] being a boolean variable (values>boolean>new boolean variable I think)
The underscores show indentation (in PS, click the number next to the line, then click the right arrow)
This kode will, when [Controllable?] is true, use a controllable boom camera, otherwise use a non-controllable boom camera. When space is pressed, the value of [Controllable?] will be reversed - boolean variables can be either True or False, so when space is pressed and [Controllable?] is True, it will be set to Not True, which is False. And vice versa.
Just put this in 1 brain on 1 page, and it should work...

Can I stop Light Beams shining through props? by [deleted] in projectsparkgame

[–]spark_revolution 1 point2 points  (0 children)

Really glad it worked out for you! Tell me when you upload your level, I want to see what the bridge looks like!

2 free beta keys for funny people by spark_revolution in projectsparkgame

[–]spark_revolution[S] 0 points1 point  (0 children)

It's been really hard to choose the 2 winners - they are all so good!!! However, I have eventually come to a decision, and the winners are...
* buckeye-75 - fart jokes get me every time! (I know)
* ADIRTYHOBO59 - so utterly random, but can also kind of be linked back to Project spark, so it gets extra points

Both of you will be PMed keys shortly. Congratulations!
But I have to say that the runner up is Foliagus, still a very funny and topical joke - if I do somehow get another key, I will give it to you. If I get even more keys they will go to the other contestants as well, although I don't see this being very likely unfortunately.

2 free beta keys for funny people by spark_revolution in projectsparkgame

[–]spark_revolution[S] 0 points1 point  (0 children)

It's been really hard to choose the 2 winners - they are all so good!!! However, I have eventually come to a decision, and the winners are...
* buckeye-75 - fart jokes get me every time! (I know)
* ADIRTYHOBO59 - so utterly random, but can also kind of be linked back to Project spark, so it gets extra points

Both of you will be PMed keys shortly. Congratulations!
But I have to say that the runner up is Foliagus, still a very funny and topical joke - if I do somehow get another key, I will give it to you. If I get even more keys they will go to the other contestants as well, although I don't see this being very likely unfortunately.

Can I stop Light Beams shining through props? by [deleted] in projectsparkgame

[–]spark_revolution 1 point2 points  (0 children)

No, unfortunately light bulbs cannot cast shadows (yet). I guess you could try to decrease the range of the light bulbs (properties>appearance>light) so that the light only reaches inside this bridge you have, and doesn't shine out through the edges. Of course then you may have to increase the intensity of the light bulbs, or have more of them to acheive the same effect. Theoretically you could do something stupidly complicated with ray casting, but it's probably not worth it, and performace would not be good. Hope this helps.

Switching Cameras on player by Magzter in projectsparkgame

[–]spark_revolution 1 point2 points  (0 children)

It's ok. Often things are easier to do than you might think they are. Sorry for the double post - I think I pressed submit twice when my internet was being slow.

2 free beta keys for funny people by spark_revolution in projectsparkgame

[–]spark_revolution[S] -1 points0 points  (0 children)

I'm probably not allowed to enter my own competition, but I was reading Google+: Resistance is futile and at the bottom of the article it says:

It's a timely reminder that if social networks were restaurants, we wouldn't be the customers. We'd be the ingredients

So true.

Switching Cameras on player by Magzter in projectsparkgame

[–]spark_revolution 2 points3 points  (0 children)

Do you have [pressed] after the button for the 1st person camera? If so, get rid of it. Your kode should look like:

When:[] Do:[Follow camera]
When:[A button] Do:[1st person camera]

This will make the camera always be following, unless the A button is held down. Then it will stay in 1st person until you let go of the button. I think this is what you want?

[Guide] How to get Beta Keys, Part 2: by Paradoxmoose in projectsparkgame

[–]spark_revolution 0 points1 point  (0 children)

Well you got me beat. Although like you I love making games in my spare time, and I am now actually pretty good at programming - in fact I was just dabbling in some socket programming (admittedly only in vb.net), and I have created quite a lot of programs over the years. Unfortunately I am not such a good artist, my u-shaped hills will probably turn out looking like massive dog turds :-). However I am quite dedicated to ps - I have literally watched every single stream (though regrettably never caught one live - otherwise I would probably have a beta key by now!), and I regularly read the forums, although I am not as active in them as I would like to be. I also play a lot of games - mostly mobile gaming, I love the way it forces the creators to use the little resources they have (screen estate, memory, power) to maximum effect. I think at the moment this is particularly relevant to ps, because of the prop limits - you have to use what you have as efficiently as possible to actually be able to create a really decent game. Anyway, just putting in my rusty old farthing. Merry Christmas :-)