LittleStain's Recent Forum Activity

  • Q1 - Ok, If you like to work with one hundreds of pixels, I prefer integer numbers and I don't think you'd see a difference setting it to 143,80..

    Q2 - I meant this:

    "Condition: System -> Compare variable -> Score = 150

    Action: PlayerFish -> Set size to (142.51, 80.2)"

    This condition will be checked every tick and because it's true every tick when score is higher than 150, the set size action will be performed every tick..

  • > I don't understand what it means for the layer to move out of the layer..

    >

    > maximum and minimum shouldn't be that hard to set by adding conditions

    > to the touchzoom>=0 event.

    > -system compare two values : InitialScale * (TouchCurrentDistance / TouchStartDistance) <= MaximumScale (you have to set this number yourself)

    > -system compare two values : InitialScale * (TouchCurrentDistance / TouchStartDistance) <= MinimumScale (you have to set this number yourself as well)

    >

    If we use the above code then too how to calculate touchcurrentdistance & touchstartdistance ???

    Could anyone put some light on this ?

    The code I provided was/is based on the zoom example shipped with C2..

    Open the new project dialog and put zoom in the searchbox, you'll find it..

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  • Question one:

    Why are you setting the width to 142 pixels and 51 hundreds of a pixel?

    Question Two:

    Why are you setting the size every tick instead of once?

  • This sould help you in the right direction:

    https://dl.dropboxusercontent.com/u/485 ... ouver.capx

  • Use the textbox object, not the text object..

    https://dl.dropboxusercontent.com/u/485 ... rName.capx

  • 1. Object "A" on collision with Object "B", Object "B" add n to Health.

    2. Object "C" on collision with Object "D", Object "B" subtract n from Health.

    3. After Object "B" subtract n from Health, n Object "A" set angle to 90 degrees but only if/when n Object "A" is overlaping Object "B".

    So what part of this isn't working, it seems pretty straightforward..

    • You could clamp the players x and y
    • You could use background sprites and only move player if overlapping
    • You could use is overlapping at offset and stop the player from moving closer

    So many options to do this..

  • I only see adidawawi1.capx in your link....

    I don't think this is the capx you wanted to share for it hasn't any events concerning local storage..

  • You could compare the oldx and oldy with the currentx and currenty every tick..

    so give the dragged sprite three instance variables OldX, OldY, Dragangle

    DraggedSprite is dragging

    --system compare two values: Draggedsprite.OldX is not Draggedsprite.X

    or

    --system compare two values: Draggedsprite.OldY is not DraggedSprite.Y

    Draggedsprite set Dragangle = angle(Draggedsprite.x,Draggedsprite.y,Draggedsprite.oldX,Draggedsprite.oldy)

    Draggedsprite set oldx = Draggedsprite.x

    Draggedsprite set oldy = Draggedsprite.Y

    Particle set angle = Draggedsprite.DragAngle

  • I can't check your capx, for it has the "bound to layout" third party plugin..

    My capx solution should work, although you might have to adjust some small things to suit your needs..

  • Is this game meant to teach yourself math?

    Seeing korbaach 's example can't you think of a way to create at least the "Value1 - Value2 = Value3" one?

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LittleStain

Member since 26 Apr, 2011

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