FromChris's Forum Posts

  • In the editor it's strange that the field to enter width and height are before the words "width/x" and "height/y", and always leads to initial confusion.

  • Here's my swing at it! The image has two frames, a cropped and full sized, other than that just these events shown. You could easily make sure when cards are dropped they're separated enough so they don't overlap when grown full-sized. Also when they're in your "hand", they wouldn't grow and stay on frame 0 which you can do the opposite when they're in play - staying on frame 1.

    ps. be sure to set the block to destroy at the end of the tween!

    example-expandingimage.netlify.app

  • Can you show more of your events? Or send the capx?

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  • I think you forgot the most important part! The boolean check "PlayerIsAlive" with the else!

  • You need to check if the tag is playing ("base1"), and if it is stop "base1", else if it is not playing - play "base1".

    Check out the image I linked above! The code you currently have isn't checking/separating actions if the audio is playing or not. It just always plays and always stops when pressing the button.

  • A little confused at some of the code, but a simple fix would be add a boolean check for the "PlayerIsAlive" under the "Else". And move all of those actions from under the current PlayerIsAlive false condition, to under the "Else", so it only triggers once.

    Else--

    PlayerIsAlive = True - Set PlayerIsAlive to False

    stop "music"

    etc, etc

  • Oops! Here's the correct file. It uses layered body parts of the sprite, changing colors still within the engine.

    dropbox.com/s/fptia4doxpl47z8/colorKnight.c3p

  • Simplest way is to just check if the tag is playing and stop/play respectively.

  • I believe he meant create multiple sprites (boxes) with their own collisions pinned to the character. Enabling/disabling when needed.

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  • example-colorknight.netlify.app

    dropbox.com/s/nlt3iieb2zbf1lf/textScale.c3p

    Storing the rgb#s in an array would work as well, just replace the random().

    (For the problem you're having above, did you try str(array.at(x,y)) , when reading the value?

    Used a random animated sprite, just to make sure the scaling was correct instead of your pasted image.

    *Asset from: o-lobster.itch.io/simple-dungeon-crawler-16x16-pixel-pack

  • How about exporting out the sprite animations into layers,then pinning them together. So body, feathers, wings and misc are each a seperate game object pinned/grouped together on top of one another.

    Then each could have its own color effect.

  • Oh wow, it didn't occur to me that Arial wouldn't be identical on phone chrome / vs pc chrome. Adding it to the font folder has fixed the issues! Thank you so much!

    (Couldn't do the bbcode option as I'm already using it to do actual highlights for audio syncing, these sprite highlights are for answering questions.)

    Saved me a huge headache.

  • Hopefully this isn't a bug, and I'm just missing something!

    A sprite object is placed to "highlight" behind a text object, with an empty event sheet. When remote previewing on a phone, or html5 export, the location of the highlighted sprite is off. From testing it doesn't seem like the text object's font size or object size is changing nor is the highlight moving - so I'm a bit stumped as to why it's not in the correct position anymore! (Using letterbox scale.)

    When previewing on the pc and resizing the window this problem does not occur. The different sizes of windows does not recreate this problem.

    Thanks!

    I've attached an example of my issue:

    dropbox.com/s/nlt3iieb2zbf1lf/textScale.c3p

    On PC

    On Mobile