dop2000's Recent Forum Activity

  • Looks like you have some unsupported character in description. Make sure only to use English letters and numbers in the project name and description.

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  • You need to pick the right item instance inside the function. Otherwise it will process all your items. The most common way to do this is to pass Items.UID in function parameter, and use "Items pick by unique ID" inside the function. After that, in a sub-event you can check if this item is stackable.

  • It works for me.

  • The only way to do this is using "Compare tile state" condition.

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  • Set text to int(t) & "." & zeropad(int((t-int(t))*100), 2)

  • You don't need to recycle them, you can destroy and spawn new meteorites.

    Try this code:

    Every 0.5 seconds : Create Asteroid at (random(layoutWidth), -300)
    
    Asteroid compare Y>2000 : Asteroid destroy
    

    .

    If you do need to wait 2 seconds and teleport the same meteorite back to the top of the screen, you can do something like this:

    Asteroid compare Y>2000 : 
     Asteroid set position to (random(layoutWidth), -300)
     Asteroid Bullet set disabled
     Wait 2 seconds
     Asteroid Bullet set enabled
    

    You can check out the game I made some time ago, here is the project file:

    dropbox.com/s/kpyb2c64cgvrzoh/DamagedControlsGame.c3p

  • This is normal. If you need objects not to be destroyed at the end of layout, you should set these objects as global.

    Note, that if you have a global sprite on a global layer, and you switch to another layout with this layer, you'll end up with two instances of this sprite.

    So you should probably do something like this:

  • Shift+Enter should add a new line.

  • Difficult to tell without your project file. If the car sprite has an animation playing, check that the origin point is set in the same position on all frames.

    Or it may be an issue with scrolling.

  • You can set a very high rotate speed or disable rotation in Pathfinding properties.

  • When these two global variable both reach, only the first action 'set animation frame to 3' can run.

    This event runs on every tick - which is about 60 times per second. That's why animation frame is constantly set to 3, and all other actions after "Wait" never happen.

    You need to add "System Trigger Once" condition to this event.

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dop2000

Member since 26 May, 2016

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