dop2000's Recent Forum Activity

  • I think what happens is your layout changes faster than values are saved to local storage.

    When level ends, you save a bunch of values to Local storage and without any delay switch layout to "Menu", where on start of layout you read the same items from local storage.

    Local Storage needs time to read/write data.

    I suggest you move all "Local storage set" to event 35 or 36 of your Level 1 event sheet.

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  • You can do this:

    Variable s= "111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111

    1111111111111111111111111111111111111111111111111111111111111111111111111111111111111"

    Set text to left(s, 100)

    But it's better to use a loop:

    Repeat 100 times : Set s to (s & "1")

    • Post link icon

    I'm glad you guys had a talk and reached some sort of agreement.

    Meanwhile I just want to demonstrate how bad Sprite Editor performance is on my Windows 10 machine.

    It takes about 0.5s to draw toolbars, 2-4 seconds to open the little window with image points, and if I right-click on animation frame - 2-4 seconds to show the context menu. This happens even with very small sprites in small projects.

    Youtube video

    Rebooting Windows fixes this temporarily, restarting C2 doesn't.

  • So does the collision happen twice?

    You can add something like a cool-off period. If there was a collision with enemy, ignore other collisions for the next 0.5 seconds or so.

    This is not the best solution, but without a capx there is nothing else I can do.

  • You can do something like this:

    If N>=1000 then Set Text to (round(N* 10) / 10000) & "K"

  • It only worked because you are using a third party tool (rivatuner).

  • This will format the number as "1.0000"

    variable decimal=0
    Set decimal to round((number-int(number))*10000)
    Set text "txtNumber" to -> int(number) & "." & zeropad(decimal,4)
     [/code:1lytxge9]
  • Please read the previous comment, calebbennetts explained it very well.

    All you can do is skip some frames or artificially slow down the game, but it's not the same as locking fps at 30.

  • —

    Your link is not working.

    Here is what I meant:

  • jtibbles

    I'm not sure I understand your question. Have you tried "For each YourFamilyName" loop?

    for each (FamilyName) {

    if FamilyName has reached certain destination , set some_array.At(FamilyName.xpos, FamilyName.ypos) to TRUE

    }

  • You can set Loop=No in animation and add this event:

    Sprite On Animation "foo" finished

    Character is animation "Run" playing -> Sprite start "foo" animation play from beginning

    This will restart animation only if character continues to run.

    Instead of Character is animation "Run" playing you can use "Character Platform is moving" or "Keyboard Right is down" or a similar condition.

  • Your post is quite confusing.. So your character has Bullet behavior and on collision with other sprites (let's call them "bricks" as the term platform usually means Platform behavior) you want to change character movement direction and orientation?

    Is this correct?

    You can do something like this:

    Set "Set Angle=No" in Bullet behavior properties.

    Add events:

    Character On Collision with BrickAngle -> Character set Angle to BrickAngle.NewAngleInstanceVariable

    Character On Collision with BrickDirection -> Character set Bullet Angle of Motion to BrickDirection.NewDirectionInstanceVariable

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dop2000

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