R0J0hound's Recent Forum Activity

  • Does it not work?

  • That file contains the c2 runtime and all the plugins you use in your project. There really isn't anything you can cut. Maybe removing all the comments in it could save some space, but you'd have to find a tool for that.

  • Maybe I was lucky where I clicked on the box. It's collision polygon looks interesting.

  • It's working here.

  • It has to do with the scaling.

    If you change the "project property" "fullscreen scaling" from "letterbox scale" to "letterbox integer scale" it should correct it.

  • Use the system->compare condition with the layoutname expression.

  • gioca72

    That's because Touch.x, touch.y is getting the coordinates on the bottom layer by default.

    As per the manual you can specify which layer to use with:

    touch.x("layer 1") touch.y("layer 1")

  • Rable

    I don't have all the plugins needed to open your capx.

    Did you add the four imagepoints to the corners of the walls? The first needs to be top-left, then clockwise top-right ... and so on. If you have that and it's still not working then maybe there is a typo.

    If you think you may have made a typo you could just copy my events over as is. Take my capx and rename player to charWoldmap, and walls to collision. Then select all the events and copy it (ctrl+c). Next go to your capx and you can paste it (ctrl+z).

  • fldr

    It's more efficient to use for each boulder since it only checks the spaces around the boulders. The only reason to use a tilemap instead is perhaps faster rendering. For that you could make all the sprites invisible and update the tilemap as things are moved.

  • Rable

    The issue is with the "push out solids" behavior. Well, it's to do with what's builtin to C2 since the behavior does the same thing as the "push out" action of the custom movement behavior.

    I've always just opted to implement the push out myself. Here's one example:

  • You'll still need the "for each", but you can replace walls with any other sprite or family.

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  • You mean like wall sliding? If you're interested in an event based solution, here is one which is basically an improved "push out" that treats the player as a circle:

    EDIT:

    I posted before your edit. Yeah that would be useful if included in 8-dir.