Here is an old demo I made:
howtoconstructdemos.com/top-down-view-shooter-collect-swap-and-fire-different-weapons
It's not very good, but it should give you the idea.
Develop games in your browser. Powerful, performant & highly capable.
I'm pretty sure probability tables are global.
You can probably overwrite them when you move to another level, by creating new probability tables with the same names.
You have one extra comma at the end of your json strings.
Change [[1,"0"],[2,"1"],[1,"2"],] to [[1,"0"],[2,"1"],[1,"2"]]
[[1,"0"],[2,"1"],[1,"2"],]
[[1,"0"],[2,"1"],[1,"2"]]
Yes, it's a bit confusing. In the editor axis X is horizontal. In debug X is vertical.
By the way, you can rotate the array in editor. Right-click and select Transpose. I find it easier to enter data in rows, so I often rotate if back and forth.
"Compare touch speed" and "compare touch orientation".
This is possible with expressions - Touch.SpeedAt(0) and Touch.AngleAt(0)
This should be enough for simple swipe gesture recognition, but you might also want to compare touch start and end time - to check that it was a short gesture.
dropbox.com/s/gk6xktdvn0p9cn0/SwipeControls.c3p
Ouikka If you have a folder project, you can zip it, rename .zip file to .c3p and try opening it. See this comment.
I made this demo for another post:
dropbox.com/s/exiesrn5khmxbfr/CodeEnter.c3p
It won't work on mobile though without the on-screen keyboard.
I will never in my life use the default theme
I also prefer dark themes, but all dark themes for C3 I've tried were terrible (IMO). So I'm using the default one..
Anyway, I am not suggesting you to switch the theme permanently, only for testing.
Have you tried saving as a single C3P file? Does it have the same problems?
When the project won't load, try pressing F12 and see if there are any errors in the console log.
Yeah, I would also suggest a different browser. Some other things you can try:
I think the easiest method is to add a giant invisible TiledBackground (or sprite) object with Drag&Drop behavior, and pin all platforms to that object.
On start of layout -> Platform pin to Attacher (Not the other way around!)
And don't use bar style or rope style for Pin.
oosyrag I think the camera should move independently from the player.
Naokou, You can give Bullet or MoveTo behavior to the camera sprite. (and ScrollTo of course)
Use inverted "Player is on screen" condition to check when the player is no longer visible. Or check if Player.y<ViewportTop("layername")
Member since 26 May, 2016