dop2000's Forum Posts

  • You don't need to pick all objects form the container, just one is enough, other members will be picked automatically. And if you add Tile sprite to the container, you won't need to pick anything:

    Edit: actually, even "For each Tile" is not required, all objects will pin to their own tiles.

  • AJAX : On "LevelsExp" complete

    It should be On "Levels" complete, the same tag you used in the request.

    Please see the file I sent you yesterday, it has the working code:

    dropbox.com/s/v8f8ekq1h9a73zf/LevelingUp.capx

  • You can also use Touch.AngleAt() and Touch.SpeedAt() expressions.

    For example, if Touch.SpeedAt(0)>200 and Touch.AngleAt(0) between -45 and 45 degrees, it's a swipe to the right.

  • Also, are you sure you need separate left and right animations? Maybe you can simply mirror the character sprite (flip horizontally).

  • Well, if you want to make a real mirror in a 3D game, you need to give all your graphics a "reverse" side. Say, if your character is facing the player, the mirror should show the character's back, not his face..

    If you just want to make a snapshot of a part of the scene, you can use Drawing Canvas, I did something similar recently:

    howtoconstructdemos.com/create-a-reflection-with-water-effect

  • Try moving the "On every tick" event before "is IsDay" event.

    If this doesn't work, could you share you project file? It's difficult to try running this code in my head :)

    .

    On a side note, you can't run anything every 0.01s. On most devices the framerate will be around 60, which equals to 0.016s per frame, and you can't trigger any events faster than that.

    If I understand correctly, the full cycle takes 24 minutes? Then updating the whole thing on every frame is probably an overkill. I would do it every 0.5-1 second or so, it should still look smooth.

  • LaurenceBedford I believe you are also making a football manager game? Maybe you guys should team up :)

  • SnipG Thanks, this effect doesn't seem to affect the performance at all. Unfortunately, it's not very nice looking, it adds horizontal and vertical stripes/artefacts to some images. If nothing else works, I'll use it, as it's definitely the fastest!

    DiegoM Yeah, that was my other idea, but with Drawing Canvas. Apply blur to a sprite, paste it on Drawing Canvas, hide the sprite. At the end of the level, remove Drawing Canvas, re-show the sprite, slowly remove the blur.

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  • Try disabling "Parallax in editor" checkbox in layer properties. And then simply set UI objects position correctly in the editor, they should stay there in the game.

  • I had this check in my file.

    Level<=LevelsArray.Width-2

  • Not sure if this is what you were trying to make:

    dropbox.com/s/qekbb8c492gva3w/thumbMovementTest.c3p

    The little guy will always fly forward, like in Jetpack Joyride.

  • Oh, so after every level up you are basically resetting the XP? Yes, that last screenshot looks correct. Glad it worked.

  • If you use Anchor because of scrolling, you don't really need it. Simply set parallax to 0,0 on the HUD layer and it will not scroll. You will be able to use Tween and other movement behaviors on it.

    Anchor is mostly used to support different screen sizes.

  • I don't understand your xp system. Why are you subtracting MaxExp from XP?

    And event 11 on the screenshot doesn't make any sense.

  • Asmodean You mean show blurred version of the image above the original, and fade-out the blurred one? It will not be the same as slowly decreasing the blur intensity, but probably pretty close.

    I guess I can activate the blur effect on the image, paste it on a Drawing Canvas, then disable the blur. And then fade out the Drawing Canvas.

    Thank you all for the useful ideas!