dop2000's Forum Posts

  • No, afaik this addon was not ported to C3. So you'll have to invent your own method of breaking the text into pages.

  • If you are using C2, you can try this addon:

    scirra.com/forum/behavior-scrolling-for-text-plugin_topic52557.html

    It allows to scroll long text page by page.

  • I can't tell you how to fix it without seeing your project file. But I am almost certain the problem is with polygons or origin image points in animation frames. Using a separate object for player movement should resolve it.

  • You can use an instance variable "curIndex" on the array.

    On Left key -> Array set curIndex to max(curIndex-1, 0)
    On Right key -> Array set curIndex to min(curIndex+1, Array.width-1)
    

    Then simply display the element from the Array.At(self.curIndex)

  • Did you delete you previous post? I've already written a long reply, so I'll post it here :)

    1. If you are using Platform behavior, move player only with Platform actions. "Move forward 1px" is not a Platform action, it will cause problems! Use "Simulate controls" action, check out the official Platformer template to see how to do it.

    2. I'm guessing that frames in your player animations have different collision polygons, or different size, or different origin point position, or maybe all of the above. This will mess with Platform events, because as animation is playing, your character will be constantly falling/landing/colliding with walls. To avoid this problem, use a separate invisible rectangular sprite "PlayerObject" for movement and pin your sprite with animations to it. Again, see "Kiwi store" template, how the Kiwi character is made there.

    3. Here is an example of how to manage animations in a platformer game:

  • You need to loop through all tiles, but it will be difficult to pick a random tile in a loop. So the easiest way is to put invisible "spawner" sprites. Then pick a random Spawner using "System pick random instance" action and spawn your object.

    To create spawner sprites:

    On start of the layout
    For "x" from 0 to Tilemap.Width/tile_width
    For "y" from 0 to Tilemap.height/tile_height
    ..Tilemap compare tile at (loopindex("x"), loopindex("y")) = 32
    ....Create Spawner at Tilemap.TileToPositionX(loopindex("x"), loopindex("y")), Tilemap.TileToPositionY(loopindex("x"), loopindex("y"))
    
  • ormus Could you post a demo project? I made a quick test and with 200 rays cast on every tick, the difference in performance between 10 wall objects and 200 objects is not that big.

  • You are using a wrong action - "set animation" instead of "Set animation frame".

    And remove the quotation marks.

    Set animation frame to self.AnimationFrame+1

  • When the character stops, you should snap its position to the grid, for example:

    Set x to round(self.x/50)*50, set y to round(self.y/50)*50

    Or use TileMovement behavior.

  • Thanks for the link - I now see that I misunderstood your issue completely..

    You just need to make the polygons a bit smaller, 1-2 pixels from all sides.

    TileMovement behavior should also work nicely here.

  • Local variable are reset after a wait. Try setting Damage variable as Static.

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  • I saw a very similar post a few days ago, but now it appears to be removed. Was it yours?

    I suggest you make a simple demo (say, using one of the official templates), add Admob, record a video of the issue and log a bug report.

  • I don't know what kind of game you are making. You need to post your project file or maybe a video.

  • I don't know, but this is the first thing I would try.

    8-direction may not work very well with corners. You can try physics behavior instead. Controlling the character with physics will be more difficult, but collisions should work better. You can check this demo:

    howtoconstructdemos.com/physics-puzzler-move-and-re-arrange-blocks-with-mouse-c3p

  • No, I meant like this:

    And add lots of points to your character polygon to make it as smooth as possible.