dop2000's Forum Posts

  • Yes. Add to a family, check for overlapping at offset.

  • You can format your data as a list of comma-separated values. And save it as a text file with .CSV extention. Excel will open this file.

    I found an example:

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  • Did you try when the building is overlapping the player change building opacity with trigger once?

    I don't recommend using "trigger once" here! It won't work correctly with multiple instances.

    Here is a very simple implementation:

    + System: Every tick
    -> Building: Set opacity to 100
    ----+ Player: Is overlapping Building
    -----> Building: Set opacity to 20
    
  • System condition you are using in the last subevent to compare SlotNumber doesn't pick InvSlot instances. You need to use "InvSlot Compare Instance Variable" condition for picking. You might also need to add "System Pick All" in front of it.

    Stuff on dropped
    Stuff is not overlapping InvSlot
    ... System Pick All InvSlot
    ... InvSlot Compare Instance Variable SlotNumber=Stuff.SlotNumber
    

    Edit: I did a quick test and "Pick all" is not required.

  • Checking for "Overlapping at offset" should still work here. Just set the right X and Y offset for every arrow direction.

    And if you need to check for collision between two instances of the same sprite object, you will have to add it to a family:

    Sprite is overlapping SpriteFamily at offset X:20 Y:0

  • I'm not sure I understand your question, please post a demo project file or some pictures.

  • There is an action you can use - "Sprite Is Overlapping at offset". For example, if you want to check if it will collide with another object 20 pixels to the right, use X offset 20.

  • Set bullet angle of motion in the same event where it is spawned. (create a sub-event if needed)

  • Check the acceleration setting.

    Try moving the sprite inside the visible area of the screen, or set layout scale to something like 0.2, maybe you could see what's going on with it.

    Finally, you can run the project in Debug Mode and check the object there.

  • You are using AJAX wrong. AJAX calls are asynchronous and you need to wait for them to be completed. See the official JSON example, about how to properly use it. There the JSON string is requested from a project file, but the principle is the same. You need to use "On Completed" trigger to load AJAX response into JSON.

    Also, when posting screenshots of your code consider switching the UI to English. I had to guess what some of the lines in your events mean..

  • This definitely should be an optional setting if implemented. Because I actually need the opposite - being able to see the names of function parameters when the function is called in an expression. Currently they are displayed like this:

    Function.getDamage(5,2,0)

    What I need is this:

    Function.getDamage(Attack: 5, Armor: 2, Shield: 0)

    • Post link icon

    Afaik this is not possible. The only solution I've seen was faking a lower framerate by skipping some frames. Which will be very difficult to do right and will probably not look good anyway.

  • You can create objects in a grid using two nested loops. Here is a 100x50 grid with 20px distance between sprites:

    For "x" from 0 to 99
    For "y" from 0 to 49
    .. Create Sprite at (loopindex("x")*20, loopindex("y")*20)
    
  • Yeah, making your own slider bar is fairly easy, here is a demo.

    howtoconstructdemos.com/custom-horizontal-and-vertical-slider-bars-capx

  • + System: For "n" from 0 to List.ItemCount-1

    -> Text: Append List.ItemTextAt(loopindex) & newline