+1
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Excal
Hi,
why not place all the objects you want to detect in a family. Then create an invisible sprite set to the radius you want to detect and pin it to the player. Then just check for an overlap between the two.
ashesh
change the 8 direction behaviour Set Angle to No.
this was addressed in a topic the other day. Its not possible with C2 at the moment although Ashley said it would be in the future. The option is to use a 3rd party program such as Reshacker.
http://www.angusj.com/resourcehacker/
again i dont know for sure. But there are no calculations being performed on objects which are not moving or interacting with anything else. Unless your game is for a mobile platfom then its not a massive issue anyway.
I would imagine its only moving objects which create demand on the processor.
why not set a instance variable to the current frame number, then check the variable.
fassFlash
seems to me you are just trying to get your post count up. How on earth did that post help anyone?
Everyone should be made welcome on this forum and not pulled to bits because they dont speak english so well !
There is no reason not to apply scrollto on 2 objects. All it does is select a point between them and scrolls to that.
cjj19970505
search the forum, there are lots of examples and different ways to do what you want.
<img src="smileys/smiley1.gif" border="0" align="middle" /> Thanks
Nipponshin
Of course. No need for the credit. Glad you like them. <img src="smileys/smiley1.gif" border="0" align="middle" />
-Silver-
why not have your particles in two parts. Make part of it small so there are no embers flying off. Then make another one on top pointing left. As long as the speed of the particles being generated is faster than the direction of travel.
chrisbrobs
Well if it helps i am happy to make a smaller capx with just the effects you want. Dont really know what else i could do short of making each one available to download separately. <img src="smileys/smiley4.gif" border="0" align="middle" />
I have just had a thought. It might be because i am not using physics forces to move the gun rather than telling it to point at the mouse pointer all the time.