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  • You could do that, but the collision would only be accurate to the nearest 200 pixels, which is quite a large error. You might want to use a smaller object (maybe 30x30) and have a shorter maximum distance to save CPU (is your layout really going to need you hitting things 10,000 pixels away??)

  • This is possible with ordinary events, you've probably just got things in the wrong order. A .cap would help. However, I'd advise instead of fully disabling collisions to prevent a collision event running, just add an extra condition to the collision event! eg.:

    + On player collision with obstacle

    + Player Z is whatever

    -> Do actions

    This is much more robust - it still allows collision checking with other objects, and it probably works the way you want it too as well.

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  • The 3D box object is kind of experimental right now. Log a feature request for this and maybe we'll get round to it some time, but FYI I'd expect this only to be possible with power-of-two-sized textures (eg. 256x256, 512x512 etc).

  • Use the Sprite's built-in 'rotate toward...' actions in the angle category. If you use simple less than/greater than comparisons with angles, it won't work correctly over the 0/360 degree changeover. The rotation actions take care of this for you.

  • The 'Get RMS level' or 'Get Peak level' expressions sound like they do exactly what you want.

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  • Mipey's suggestion would work, change IgnoreMouse to 1 and the event stops running. Or, put all the events in a group, and disable the group when you want the events to stop running.

  • Crashes are never features! They're ALWAYS bugs! Report them via the tracker please!

  • You can also make use the following expressions:

    ScrollXLeft - left most visible pixel

    ScrollXRight - right most visible pixel

    ScrollYTop - top most visible pixel

    ScrollYBottom - bottom most visible pixel

    Also, if you're feeling devious, you can adjust the display zoom to zoom in slightly with bigger resolutions, and therefore display exactly the same content. If your textures are high resolution and were slightly downscaled originally, you really do get more texture detail using a higher resolution.

  • I don't think any of us should be laughing at anyone else - if they did release a good product, we'd be the fools then (but as I said, game on if they do!)

    If their main problem was announcing too early, they could remedy the situation by providing screenshots, tech demos, works-in-progress, and regular updates. I still don't see why they don't do that. For me their main problem is not their community appearing childish - it's that their refusal to provide anything substantial about their product - not so much as a screenshot - makes them look like a hype machine promoting vapourware. Remember the Phantom console, or Steorn who generated PR by claiming to have invented perpetual motion? They look like them now.

    As GMG said, folks, keep it civil. It's at least polite to keep it sensible and mature when discussing (potential or otherwise) competitors. I see a lot of other forums delete threads as soon as there is mention of competing programs, and you can kind of see why, but if I can help it I don't want it to be like that here!

  • Out of curiosity, why does your game require moving objects in exact units of 1? There are ways to get a timedelta'd game to do this too.

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Ashley

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