dop2000's Forum Posts

  • Op probably means that moving pathfinding objects are colliding with each other. This question is asked about once a week on this forum..

    makevideogamesnow123 I have two examples you can try. Also, search the forum, you may find many other solutions.

  • Doesn't look like an infinite loop to me. Is there another loop in the parent event?

    What happens when you run it? Does it work if you disable "Repeat choose(0,1,2)" line?

  • Any touch/click means a new "On touch end" event is triggered, and that's why animation frame is changed again. You can add a condition "objThumbsUp is NOT visible" to the event. Or, better yet, instead of "On touch end" use "txtCorrect On Drop"

  • Your code is very wrong..

    "On start of layout" can not be nested in a sub-event and after a "Wait". Move it to make it a top level event. "On collision" sub-events also can not be there, they will never work.

    Also, your first event "NivActuel=5.75" runs on every tick. And inside of this event you have "Wait 3.5 seconds". This creates hundreds of wait-threads, which can cause all kinds of problems and bugs. Try to never use Wait inside of events which run on every tick!

    .

    I found your older post where Sam Dimanche have already pointed exactly the same issues. Did you even read his comment?

  • Try sending it in the url parameter:

    Ajax Post to Url "http://localhost/yourscript.php?register_pseudo=" & Register_pseudo.text

    You may need to modify your php file.

    Also, check the browser console log for any errors.

  • Here is my version:

    dropbox.com/s/tvy796w1hhe68g7/BoundedScroll.c3p

    (I hope I understood the task correctly)

  • Add a "deadzone" - only set the angle if any of the axes value is greater than (-5,5)

    abs(Gamepad.Axis(0, 2))>5
    or abs(Gamepad.Axis(0, 3))>5
     -> Player set angle to angle(0, 0, Gamepad.Axis(0, 2), Gamepad.Axis(0, 3))
    
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  • You can't access properties for objects that don't exist on the currently running layout. It's as simple as that.

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  • I don't think it's possible. You can import a sprite sheet, but the images in the sheet need to be arranged in a grid and all grid cells have to be the same size.

  • If these numbers are associated with object instances, it's easier to pick instances directly. For example, if you need to pick a random playing card - put all cards on the layout, pick one at random. Once you picked the card, mark it as used (set instance variable). Next time pick a random card excluding used:

    Card isUsed=false
    System pick random Card
    
  • Save selected index in a variable. When player returns to this layout, use "List Set selection" action with saved index.

  • So you want to quickly copy values from instance variables into global variables, for any instance? The easiest way I guess is to create a function. You will still need to add an action for each variable, there is no way to cycle through all variables in a loop. (at least not possible with events, you can do this with scripting)

    If you have too many instance variables, like a hundred or more, consider using a linked dictionary instead.

  • Like this?

    dropbox.com/s/lhrwer9zr0xudb7/PlatformCar.c3p

    Both wheels have platform behavior and connected with pin. It's not a good solution and will only work if the terrain doesn't have big drops, jumps etc. You can make the drive smoother if you don't rotate the wheels. (Make them invisible and pin a different rotating/animated sprite to them)

    A better way of doing this is with physics, here is a simple demo:

    dropbox.com/s/t9qddhf8q85270j/CarPhysics.c3p

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