Keyboard > On Q Pressed >
is animation "Idle" playing
--Set animation to "Blink"
Else
--Set animation to "Idle"
I'm not really sure what the issue is, but would something like
player is not on floor
player platform simulate control : left
work?
Sunny87 The template uses the mouse on border kind of movement. it's of no use to me =( LittleStain Because that do not behave like I want to, I need to DRAG the camera, not PAN the camera =(
Sunny87 The template uses the mouse on border kind of movement. it's of no use to me =(
LittleStain Because that do not behave like I want to, I need to DRAG the camera, not PAN the camera =(
I understand, that's why I gave this idea to limit drag-speed..
Or are you going to tell the person playing not to drag too fast?
Your link is incorrect..
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Look into the timer behaviour
https://www.scirra.com/manual/167/timer
Set a timer for 3 minutes and on timer start the fade and set the timer for 3 minutes again..
Just thinking out loud:
Why not create a sprite with a movement behaviour and have it move to the mouse coordinates?
Use system scrollto to scrollto the sprite when needed and you can tweak the scrolling speed with the movement behaviour..
> Full screen option: letterbox integer scale should do that.. > Thanks for the reply, but I'm already set to integer.
> Full screen option: letterbox integer scale should do that..
>
Thanks for the reply, but I'm already set to integer.
And sampling is point and pixel rounding is on?
Full screen option: letterbox integer scale should do that..
You mean like this?
system every tick
enemy set bullet angle of motion = angle(enemy.x,enemy.y,player.x,player.y)
Sounds like a problem with your collision polygons, but without seeing the capx that's only a guess..
Would giving the enemy bullet behaviour and setting it's angle towards the player work for you?
Every x seconds is counted from the start of the game, not the start of the layout..
To do something in timed intervals you might want to try the timer behaviour..
Member since 26 Apr, 2011