dop2000's Recent Forum Activity

  • That condition is correct and it should work.

    You can add some debug output (for example Browser->Log PlayerInput.Moves & " " & PlayerInput.AsJSON) to see what's going on.

    Or run your game in Debug Mode and check the contents of the array and its instance variable.

    Also, there are a few plugins that you can use to detect combos, here is one from Rex:

  • Are you using Timer behavior? You can add it to the LightSwitch for example.

    Player on collision with LightSwitch -> turn light on; LightSwitch start timer "TurnOff" for 5 seconds

    LightSwitch on Timer "TurnOff" -> turn light off

    If you collide with the LightSwitch again while the timer is still running, it will be restarted for 5 seconds again.

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  • Make a sprite with a gradient fill - transparent on the left and opaque on the the right.

    Put this sprite and your text on the same layer, set "Force own textures" in this layer's properties. And apply Destination Out blend mode to the sprite.

  • You can do this using blend modes.

    Put two sprites (main sprite and the black "hole" sprite) on the same layer, set "Force own textures" in this layer's properties. And apply Destination Out blend mode to the "hole" sprite.

  • And I gave you two possible reasons why this could be happening. If your entire group is deactivated during the very first tick when layout is opened, then all "On start of layout" events in it will not be triggered.

  • abdalghani , he meant microphone input, not audio playback.

    I can't get microphone to work in Chrome, it keeps blocking access to it..

    TheSynan

    Have you tried starting new project and selecting "Microphone input" example? There is a sprite that's getting bigger/smaller depending on microphone volume. You can easily change it to sprite movement.

  • First, your array structure should be like this:

    X0,Y0 =Name1 (this element can also be referred as X0)

    X0,Y1 = Spec1

    X0,Y2 = Spec2

    X0,Y3 = Spec3

    X1,Y0 =Name2 (this element can also be referred as X1)

    X1,Y1 = Spec4

    X1,Y2 = Spec5

    X1,Y3 = Spec6

    To pick random name use this code:

    variable r=int(random(array.width))

    Text1 set text to "Name: " & array.at(r)

    To loop through all specs for this name:

    For y=0 to (array.height-1) -> Text2 append text array.at(r, loopindex) & " "

  • Ok, then try this:

    Character is overlapping Sprite -> Sprite set opacity to 100

    Else -> Sprite set opacity to 50

  • Touch is touching object Sprite -> Sprite set opacity to 100

    Else -> Sprite set opacity to 50

  • Here is a demo I made using R0j0hound's example from some other post:

    https://www.dropbox.com/s/odcvl711o1b8i ... .capx?dl=0

  • No, quite the opposite.

    If your parent event is "animation has ended", and in the sub-event you check if objects are overlapping, then overlapping check will not be performed while animation is playing. So it will have zero impact on performance.

    It's the same situation with "On collision" event, however since "On collision" is a triggered event (it only lasts for 1 tick), you should be careful when using it in sub-events.

  • The easiest solution would be to simply move all other "On start of layout" events out of the "Game Engine Pausable" group.

    Or you can investigate why this group becomes deactivated when layout starts. It's hard to tell by these screenshots, but I'm guessing some event momentarily sets InGameMenu to 1.

    Or if you are switching to this layout from some other layout, it's possible that this group is already deactivated when layout starts. Add this to your event #1, it will tell you if the group is active on startup or not:

    Is group "Game Engine Pausable" active -> Browser Log "Group Game Engine Pausable IS ACTIVE"

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dop2000

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