Kashin Ginn's Recent Forum Activity

  • Nice graphics! I found a small bug though; if you shoot the first enemy before he turns, the game gets stuck.

  • Could you be a bit more specific? Upload an example.

  • This item was deleted

    There's no way to verify the issue, unless you upload your example

  • Hey,

    A while ago I updated the “Rex Layer” addon (Created by Rex) to SDK v2 — it should fit exactly what you’re trying to do, unless someone has a better option.

    You can use the Tween behavior (size) on the Rex Layer object to create smooth, eased zoom in / zoom out effects, just like a camera zoom during a scene via 1 action.

    This will only affect the layer where the Rex Layer object is placed.

    If you need to zoom multiple layers at once, you can either place a Rex Layer object on each layer, or use the built-in “Set layer scale” action to scale multiple layers together or simply use lerp(LayoutScale, targetScale, dt) for layout scale

    Btw, "Rex Layer" addon can be found here Rex Layer

  • This looks fun to play!

  • I'm late but..

    Congrats everyone! The games are cool!

  • You need to prevent overlap checks on sprites that are scheduled to be destroyed.

    Note that the "Destroy" action does not remove the instance immediately; it is processed at the end of the current tick.

    Check this!

    Multi-Sprite Creation with Overlap Destruction

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  • NedSanders

    I messed with your project and found that it works when WebGPU is OFF!

    Looks like a bug that you need to report...

    Caused by : (WebGPU + Antialiasing on your "DrawingCanvas"); it will also work if Antialiasing is disabled while WebGPU is ON.

  • 1) Moving the spike => You can set the spike's X to self.X + speed * dt where speed is a variable you can tweak (try values like 5, 10, etc, depending on your gameplay)

    (Edit : to follow.. the code will look like this for the spike sprite.. Self.X + (player.X-Self.X )* 5*dt)

    2) Falling spike and move to next level => Use a timer behavior and trigger the timer at 10 sec. On timer, you move to layout B

    3) Floor traps => On collision with floor, just destroy the floor to make the player fall

    There are plenty of other ways to do it, but these are simple 1–2 line solutions...

  • It works on my side. Is your sound in the “Sounds” folder?

    If yes, then you probably added a subfolder, right? In that case, you need to include the subfolder name when playing the sound.

    For example:

    "subfolderName/soundName"

    So if your subfolder's name is "menuSounds" and your sound is called "buttonSound"; you need to play by name using "menuSounds/buttonSound"

  • On my PC, it definitely lags and sometimes freezes.

    In my opinion, this is where the issue comes from... You already are calling the "Find path" via a timer... then you call it again via "On failed to find path"... this creates a massive impact on performance.

    Disable "On failed to find path" then test it from your side. (Also... yeah your code can be optimised in so many ways...)

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Kashin Ginn

Member since 27 Apr, 2024

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