dop2000's Recent Forum Activity

  • If you don't need Physics, this can be done with 2 lines of code:

    dropbox.com/s/hwf591n6gstfqkm/HammerThrow.c3p

  • You can add all text objects into a family and then add this event into a global event sheet ("visible" from all layouts):

    TextsFamily on created : TextsFamily set text to replace(self.text, "Hello", "Hola")

    Don't know an easy way to change it in variables. Simply search all event sheets for the word "hello" and replace it manually.

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  • You don't need to pick all objects form the container, just one is enough, other members will be picked automatically. And if you add Tile sprite to the container, you won't need to pick anything:

    Edit: actually, even "For each Tile" is not required, all objects will pin to their own tiles.

  • AJAX : On "LevelsExp" complete

    It should be On "Levels" complete, the same tag you used in the request.

    Please see the file I sent you yesterday, it has the working code:

    dropbox.com/s/v8f8ekq1h9a73zf/LevelingUp.capx

  • You can also use Touch.AngleAt() and Touch.SpeedAt() expressions.

    For example, if Touch.SpeedAt(0)>200 and Touch.AngleAt(0) between -45 and 45 degrees, it's a swipe to the right.

  • Also, are you sure you need separate left and right animations? Maybe you can simply mirror the character sprite (flip horizontally).

  • Well, if you want to make a real mirror in a 3D game, you need to give all your graphics a "reverse" side. Say, if your character is facing the player, the mirror should show the character's back, not his face..

    If you just want to make a snapshot of a part of the scene, you can use Drawing Canvas, I did something similar recently:

    howtoconstructdemos.com/create-a-reflection-with-water-effect

  • Try moving the "On every tick" event before "is IsDay" event.

    If this doesn't work, could you share you project file? It's difficult to try running this code in my head :)

    .

    On a side note, you can't run anything every 0.01s. On most devices the framerate will be around 60, which equals to 0.016s per frame, and you can't trigger any events faster than that.

    If I understand correctly, the full cycle takes 24 minutes? Then updating the whole thing on every frame is probably an overkill. I would do it every 0.5-1 second or so, it should still look smooth.

  • LaurenceBedford I believe you are also making a football manager game? Maybe you guys should team up :)

  • SnipG Thanks, this effect doesn't seem to affect the performance at all. Unfortunately, it's not very nice looking, it adds horizontal and vertical stripes/artefacts to some images. If nothing else works, I'll use it, as it's definitely the fastest!

    DiegoM Yeah, that was my other idea, but with Drawing Canvas. Apply blur to a sprite, paste it on Drawing Canvas, hide the sprite. At the end of the level, remove Drawing Canvas, re-show the sprite, slowly remove the blur.

  • Try disabling "Parallax in editor" checkbox in layer properties. And then simply set UI objects position correctly in the editor, they should stay there in the game.

  • I had this check in my file.

    Level<=LevelsArray.Width-2

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dop2000

Member since 26 May, 2016

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