latest version:
new content: text change,
example:
the whole thing: one up to 9 pop up buttons
applies to the pop-up menu button (above)
applies to the pop-up menu sub-buttons("created" and "killed") by clicking the same pop up menu button (below)...Again, using the same thing but one do not have to fill blanks for this behavior applied to pop up menu sub-buttons
You can also use positive and negative too!
if x <0
if x >0
where x is a number game attribute, set x to any number you want but not 0 and NaN
Keep in mind: make sure the text for game attribute match the game attribute when filling the blank otherwise it will not work
to search for typing error while filling this blank
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2nd version
this behavior involves the pop-up logic which will be useful to the pop up options
since picking game attributes from drop down can be ultra-frustrating (especially with tons of game attributes or the game attribute name is too long),
NEW update: with new way to fill the custom blocks,
the boolean is now replaced by number
-true >0
-false <=0
they are the game attribute is now filled with text, not drop down. Make sure the game attributes you fill this way match with your game attribute available
for more about filing game attribute blanks with text, :http://stencyl-nator.blogspot.my/p/code-setting-opacity.html
old version:
1)pop up - to create the pop up button
applies to pop up button creators |
2) pop down to kill the pop up button
this applies to all pop up button |
if it does not work one should
- check whether if they share the same attributes
- check whether if "when created, kill self" is there
- check whether if there is a missing boolean
- if the scene is larger than the screen add "when crated, anchor self to screen"
- it will be very lag if one add "always create an actor type"
- save project and restart Stencyl
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