Kashin Ginn's Recent Forum Activity

  • You can call a C3 event sheet function via scripting like this...

  • You didn't set the angle of the "Meat" after setting its angle of motion which might be why it is not moving to the playerBase object but rather to the wall

    => Meat : set angle to "Self.Bullet.AngleOfMotion"

  • I'm also leaving my Local Storage example from youtube here.

  • Impressive, though a few parts didn't fall

  • It's working from my side...

  • CreateaGame18

    Even if you use the correct conditions as WackyToaster mentioned, you still need to set the opacity of PlantMenu back to 100% (or remove the action that sets it to 0), because the object is already invisible from the start.

  • EpicRaid

    The link ONLY works when signed out or in incognito mode.

    This might imply it's related to account or session handling, or even something recently integrated in your game that is no longer working.

    Why don't you report it here?

  • Squibble

    Yes, it can be evaluated every tick, but that comes from how the event sheet runs and not from the condition itself. In your case, the animation kept looping because the event was running every tick, so the condition was being checked every tick.

    Anyways, the point was that the description of the condition shouldn’t be changed. This applies to all normal conditions, like “Is visible” as well. They’re just state/comparison checks. They don’t define when they run, only what they check.

  • If it's not too much trouble, is there anyway to change the "Is overlapping" description to "Object: Select the object to test every tick for overlap with."

    This is not how it works. "Is overlapping" is only a condition check. It will be evaluated whenever the event runs. Note that the event sheet runs all events in top-to-bottom order every tick.

    If you place it in the event sheet without any triggers, it will run every tick. If it is placed under a trigger, it will run only when that trigger fires.

  • Try this...

  • citron2010

    Hey, I’m not fully sure why you’re using a Tiled Background for this.

    I’m assuming you’re trying to place multiple sprites side by side to create some kind of board, and maybe you’re worried that having too many sprite instances on screen may affect performance, especially if the original sprite is a larger size.

    Another option could be using the Drawing Canvas object... you will need to paste the updated sprites (after you created and resized them) onto it , then destroy and clean up the sprite instances from memory. There might be a slight delay during this process, but it reduces image memory usage since the sprites are already resized before being pasted and destroyed

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  • You can do this...

    It creates a new animation called "load" and based on the variable it will load on the first frame else on a new frame without replacing the original frame.

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Kashin Ginn

Member since 27 Apr, 2024

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