dop2000's Forum Posts

  • It's possible, but will require some manual work. Load this image into an editor like Photoshop, Gimp, Inkscape. Configure a grid, cut each letter out and place them in the grid. Save the result as png and use it in Spritefont object. You will need to set character width/height and possibly configure spacing data.

  • You need to place one instance of this object on any layout (it can be an unused "Storage" layout) in editor, and set this object as Global.

    After that you will be able to create it in runtime. Also, I don't know if it matters, but make sure that you create it on a layer which exists in all layouts.

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  • You can test this yourself in like 30 seconds :)

  • Yes, create it as any other object.

  • Here is how I do this in my games:

    I call this function when I need to play any sound. For example:

    Audio_Play("laser", -10)

  • Use Timer behavior instead of "Every X seconds". Start a Timer for FireRate seconds. In "On Timer" event spawn a bullet and restart the timer for another FireRate seconds.

    Each object instance will be running its own separate timer.

  • If you need only one image per letter, use a spritefont.

    Or do you want multiple images for each letter? for example, "A" can be either an image of apple, or avocado, or ant etc. This will not be possible with a spritefont, you will have to do it with a sprite.

    Create animations (A, B, C...) for each letter in the sprite. Add several images as frames into each animation. Make sure all images are the same size.

    When you are displaying words, create an instance of the sprite, set animation to required letter, choose a random frame.

  • I think you can use expressions Player.TileMovement.GridX and Player.TileMovement.GridY

    Save them to a pair of variables. As soon as they change (not equal to saved values), this means that the player has moved to another cell. Deduct from HP and update the variables.

  • Use Timer behavior. On start of the layout - start the Timer. On Timer event - invade the house.

  • Restore/replace the missing files. You can take them from a new blank project.

    If this doesn't resolve the issue with preview, press F12 in preview and check for errors in the Console log.

  • You can use Tilemap instead of the Block sprite, simply replace it in all events.

    dropbox.com/s/zcc58zfop1q4lub/WalkAroundWalls3.capx

  • dropbox.com/s/vuwqcofn70nrqa6/WashingMachineFixed.capx

    Rotate with "Set angular velocity" or "Apply torque". Balls should have Circle collision mask. Make sure all origin points are correctly set. Friction and density settings are also important.

  • I don't understand what you mean by "the head gets cuts off". Is it when you move closer to the top edge of the layout, the scroll doesn't move higher, like on your first screenshot? Or is the head lagging behind when your character moves too fast?

  • Use "System Compare Two Values" condition. left(Character.AnimationName,4)="Anim"

    Be aware, that this condition doesn't pick instances, if you have many character instances, then use "System Pick By Evaluate" instead.

    .

    If there are many "AnimN" animations and you want to check if only animation 1, 2 or 3 is playing, then you can use this expression:

    left(Character.AnimationName,4)="Anim" & int(mid(Character.AnimationName,4,1))<4

  • Yes, this is it, awesome game!