AnD4D's Recent Forum Activity

  • I've watched this video:

    May I ask if you have the capx for this? I can't for the life of me figure out how to use animation blend. When I try it out, it just instantly changes animation.

    I've tried "Set animation to running and play from start with an xxxx blend", but that doesn't work.

    I've also paused your video and tried: Set second(blended) animation to "landing" but neither appear to do anything but an instant change.

    *Update - Blend at current time ration creates a very strange movement, resulting in some rapid to-ing and fro-ing. I get OK results with blend to start, but I still get animation pop.

    I have "On animation landing finished (which isn't a loop animation)" play animation "running" with blend. I'm playing this at a 0.1 timeframe, and I'm seeing an instant change direction after the animation finishes.

  • I think we need more than just a couple of people to get this in though...

    Seeing as we have the reset Global var action, I wouldn't have thought this would be hard!

  • Am I the only one who wants this? Are you all making tiny games or something?

  • Ashley - In developing my game at the moment, I need to go through the process of resetting all of my local variables and all of my instance variables (on my arrays) manually, one by one.

    It's proving to be very time consuming.

    Can we have something along the same lines of the Reset Global Variables action, but for local and instance variables, please?

  • Same here. I thought C2 DID load everything on start up though. I'd rather have a loader layout that can be used between levels.

  • You're telling me! I spent half an hour wondering why my game was working. First time I've noticed it.

  • Ashley - Just to follow up on this, another benefit to only having the relevant Local Variables appear is that if you use the same Variable name twice, on occasion it does not display the correct number.

    For example, everything in my game was working fine, but when loading up the debug to check out a "CurrentTurn" var, I noticed it was 0, when it should have been higher. I continued the game, and it didn't change. Eventually, I renamed the Local Var to "CurrentTurn2" and it appeared in my list, working perfectly. I just couldn't see the correct numbers.

    Is it possible to only show the local variables that exist on a given level, rather than all of them?

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  • R0J0hound - Ahh, this "set x to sprite(sprite.iid-4).x+400" is what I've been looking for!

    Thanks!

  • Yeah, figured I'd need a new family. I currently have 21 and counting (very large game), so I'm trying to keep it down. Oh well!

    Thanks so much for the help!

  • Thanks a lot! I appreciate the help, but I do not believe this method will work.

    My game has 4 ships that I need to do this with, and all are already part of a family. I have tried to alter your code to allow a second sprite to be linked in via the same family, but it does not work.

    I will go with your initial advice, and just use separate objects. I was trying to avoid this, as my debugger is slowly turning into a nightmare, filled with objects. Sadly, groups do not transition over, so I need to scroll through dozens of objects just to find the one I'm looking for!

    I greatly appreciate your help though!

  • I've also tried doing it using the expressions within the Parameters for X, but not having any luck with that either.

  • I'm afraid I do not follow. If I have a choose by UID 1 (which is the copy) I will then need to tell it which one to pin to... but when I add a choose by UID 0 (The original) I can't separate this, as the two will read "Choose by 0 AND Choose by 1". I've never needed to do this, so never learned this part I'm embarrassed to say!

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AnD4D

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