dop2000's Recent Forum Activity

  • If you have many instances of this object it may be handy to create a family with this object. Then you can refer to two different instances in the same event like this:

    Object on collision with ObjectFamily
    	... angle (Object.x, Object.y, ObjectFamily.x, ObjectFamily.y)
    
  • What do you mean by window frame and why do you need it below the map?

    You can still add levels below or above the map with scale rate and parallax set to 100 and you'll be able to zoom/scroll them. Put all UI controls on the HUD layer above everything else.

    (And, like I said in my previous comment, you can remove the mask layer, it's not really needed)

  • Why don't you just try replacing your code with what I suggested and see how it goes? Should be something like this:

  • Select entire event (both conditions), right click -> Make OR-block.

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  • Try this:

    Object is Dragging -> Object set outline effect
    
    Else 
     Mouse cursor is over Object -> Object set outline effect
    
  • You can set different tags for different solids and use "Set solid collision filter" action.

  • You need to put all UI controls on a level above. See this file:

    dropbox.com/s/rojgi0c273kwpi4/alteredsample.capx

    I just realized - you don't need the mask. Just cover parts of the screen with tiledbackground like I did in this file.

  • Why don't you use Mobile Advert plugin (native in C3)?

  • So the mask size and position should always be the same, but the map inside the mask can scale and move?

    I believe you can do this much easier. Put the map on the bottom layer with scale rate=100, put the mask sprite on the layer above it with scale rate=0. Set blend mode=Destination In on the mask layer (not on the mask sprite!). Also set Unbounded scrolling=yes for the layout and scale rate=0 for all other layers.

    You should be able to scale the bottom layer inside the mask.

  • Try this (use System Is between values):

  • It's much easier in C3 - just add a font to Fonts folder and you will be able to use it in the project, even select this font in layout editor.

  • Finding screen coordinates for a character in Text object is almost impossible, because browsers render text differently. You can do it with SpriteFont, but this will still be a difficult task.

    I suggest using find() expression to search for the first "_" character. If player types the correct letter, replace this "_" with the letter:

    Set n to find(MyText, "_")
    Set MyText to left(MyText, n) & TypedLetter & right(MyText, len(MyText)-n-1)
    

    Then repeat for the next letter and so on. Demo:

    dropbox.com/s/p4gydwzsx9jm2j4/FillTheBlankWord.capx

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dop2000

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