dop2000's Recent Forum Activity

  • What happens if you press Left or Right in mid-jump?

    You need to add another condition to those events - "Platform is on floor"

  • When you use "System-> Create", this creates an instance of your object, which inherits all behaviors, instance variables, effects etc. of the object. So if your block sprite has Physics behavior, all instances of this block will also have this behavior.

    When a new instance is created, all its properties are copied from the very first instance of this object which you placed on the layout in the editor. So if your first block instance has "Physics Initial State=Disabled", then all instances created in runtime will also have Physics behavior disabled, and you'll need to enable it with events.

  • Don't use "On key released" event to set Idle animation, because the key can be released while another key is still down.

    Use "Platform is NOT moving" event instead.

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  • Impossible to tell without seeing your project.

    Please share the capx or at least a screenshot of your event sheet.

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  • You need to convert dictionary data to/from JSON.

    See this demo:

    https://www.dropbox.com/s/f2d7lc8o4zajg ... .capx?dl=0

  • Try using "Apply impulse" if you want to "kick" the ball.

    From the tutorial:

    [quote:3s8uayn2]Usually you apply a force to an object over a long period of time to cause it to accelerate in a direction. For example, gravity is a constant downwards force.

    An impulse is like a sudden impact on an object. If a ball is hit with a bat in your game, you'd apply an impulse rather than a force, for a sudden one-off strike.

  • See this comment:

    There are also a few plugins you can try, here is one:

  • You can't add an object to multiple containers. But you can create a simple event that will attach the effect sprite to each item:

    On ItemsFamily created -> ItemsFamily spawn EffectSprite
                              EffectSprite pin to ItemsFamily[/code:2vkq1xm7]
    
    And another event to destroy it:
    [code:2vkq1xm7]On ItemsFamily destroyed 
       System -> Pick EffectSprite by comparison EffectSprite.Pin.PinnedUID=ItemsFamily.UID   -> EffectSprite destroy
    [/code:2vkq1xm7]
  • Why did you include 94Mb of backups into this zip?!

    You can try something like this:

    Add an instance variable "IsLeader" to your Enemies family. Set it to "True" for one instance which will be the leader.

    When the leader is killed, destroy it and all other enemies.

    If you don't want to destroy other enemies after leader's death, set a global variable LeaderIsDead=1.

    When non-leader enemy is killed , check if LeaderIsDead=1 and destroy enemy.

    If LeaderIsDead=0, instead of destroying the enemy, set it invisible. Start "Respawn" timer.

    On Timer "Respawn" : Set Health=100, Set Visible

    Also, you have a bunch of almost identical events for enemy1, enemy2, enemy3, why don't you use Enemies family in these events?

  • There is no "splice", but you can use Array->Delete in a loop.

    For example, this will remove elements 2,3,4 from the array:

    Repeat 3 times : Array delete index 2 from axis X

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dop2000

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