dop2000's Recent Forum Activity

  • I am not sure I understand your question.

    If you need 3 blocks appear and disappear one after another, the easiest way to do this is with an animation.

    dropbox.com/s/cyto45wyib6h4o2/loadingBlocks.capx

  • Use Mouse.x(layer) and Mouse.y(layer)

  • To quote Ashley - "don't worry about performance until it's actually a measurable problem".

    But if you want, you can test this yourself - read from a dictionary or string in a loop, say 10000 times per tick, and see if there is any difference in CPU utilization/fps.

  • Still curious why the same project doesn't work when you roll back to r164. It doesn't make sense.

    Also, Physics seems to me an overkill for this task. You can make a similar effect with Pin (rope style) behavior. It may not be as bouncy, but will be better for performance.

  • I still don't understand why it doesn't work when you revert back to 164. Behavior code is definitely not bundled with the project.

    But if you are sure that there is a problem with physics, I suggest making a small project to demonstrate the issue, save it in versions 164 and 166 and submit bug report.

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  • after loading the game into r166 and saving, and then reverting the version back to r164.3, the bug persists.

    So the project works fine in r164, you open it in r166, change nothing, just save in new version and it stops working? Then you edit savedWithRelease tag in c3proj file back to r164, open in r164 and it doesn't work correctly?

    Have you tried also changing Physics behavior version to r164.3 in the same file? (I don't know if this field if actually used)

    So I'm thinking perhaps it's a change in the physics engine that's been bundled with the game?

    I'm pretty sure this is not the case.

    By the way, why r166? The latest beta is r170.2

  • "Spawn" is used when you want objectA to create objectB. For example: an enemy drops a coin. ObjectB will be spawned at the same coordinates as objectA.

    If you simply need to create a ball in the center of the screen, use "System Create object" action.

  • To me "Move to object" seems redundant, because it's the same as move to (object.x, object.y). I just think that it would probably be more useful if it could automatically follow the object.

    This is not a suggestion, just a thought. I can definitely live with how it works now, and use "move to object" on every tick if needed.

  • Eh, not it doesn't. Not unless you execute "Move to object" repeatedly, on every tick for example.

    I know there are many other ways to do this, I just thought maybe "Move to object" would work this way - fire and forget.

  • How do I disable the Fade behavior

    I meant stop Fade behavior, similar way you start it.

    Is animation "death" playing
    Animation frame=0
    Trigger once
    	Boss Fade stop
    	Boss set opacity to 100
    
  • Ashley, What we asking is to add an option to draw gamma-incorrect gradient. While gamma-correct may be better in some cases, we also need the simple non-corrected version.

    Take OP for example - as I understand, he is creating some sort of graphics editing tool. Future users of this tool will expect to see the same gradient as they get from Photoshop, Illustrator, Corel etc. Gamma-correct gradient in this case will be seen as a bug.

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dop2000

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