dop2000's Recent Forum Activity

  • Bullet doesn't move with pixel precision. You can't just compare x and y of both sprites. Use distance() expression to check if two sprites are close enough, or Line Of Sight behavior with a very small radius, or collision with small collision polygons.

    Note, that if Bullet speed is fast and/or fps is low, then your sprite may travel big distances between each tick and it may actually miss/skip the point where it overlaps another sprite.

    That's why I recommend not using Bullet at all. Try MoveTo addon, it's much better suited for this task:

    scirra.com/forum/behavior-moveto_t63156

  • Ideally all collision polygons and origin points should be the same in all animations/frames. This is not always possible, that's why a common trick is to use a different (invisible) sprite "PlayerBox" with Platform behavior and a very simple rectangular shape. Remove Platform behavior from the main character sprite and pin it to PlayerBox. As a result, you will actually be controlling PlayerBox, and character animations will not mess with Platform movements.

  • Also check origin image point position and collision polygons for all frames/animations. This is the most common cause of problems with Platform behavior. For example, if you have different collision polygons in Walk animation, you character may appear above the ground on some frames (in "falling" state) and this may be the reason why it can not jump.

  • Did you mean something like this?

    dropbox.com/s/4orl802xp8rk5eo/FishyMovement.capx

    You might need to position the Origin image point in the center of the fish to make changing of direction more smooth.

  • You can replace events 2 and 3 with just one event:

    DrawOrder on created -> DrawOrder set currentY to self.Y

  • Yeah, I also don't understand your question. If you are asking how to refer to two instances of the same object in one event, you can do this with IID, for example:

    distance(Sprite(5).ImagePointX(1), Sprite(5).ImagePointY(1), Sprite(7).ImagePointX(1), Sprite(7).ImagePointY(1))

    Where 5 and 7 are IIDs of two instances.

    .

    Another trick is to use a family. Create a family with this sprite and then you can pick 1 object instance and 1 family instance in the same event and access both instances separately.

  • What you didn't show on your screenshot is that the whole Run group is nested under another event which has condition "Badguy platform is not moving". That's why it's only triggered when the badguy is not moving. So the badguy is constantly moving and stopping every other tick..

    This is wrong, just move the group out of the event 27.

  • You can always loop through the array.

    For x=0 to array.width-1
     For y=0 to array.height-1
     array.at(loopindex("x"), loopindex("y"))="rabbit" .... do something
    

    or if you want only to search at y=1 :

    Repeat array.width times
     array.at(loopindex, 1)="rabbit" .... do something
    
  • Move to top/Move to bottom actions are slow, it's not recommended to use them on every tick.

    Use "System -> Sort Z Order" instead. If you have multiple objects, add them to a family, create an instance variable and use it for sorting.

  • mOOnpunk

    If your text is static, the easiest solution would be manually inserting line breaks into it. I usually use some symbol (like "^") to mark line breaks, and then replace it with newline before displaying on the screen.

    For example:

    myText = "You have unlocked^a new quest!"

    SpriteFont set text to replace(myText, "^", newline)

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  • There may be something wrong with LOS setting (distance, angle), which causes enemies to lose LOS to the player. Or maybe some other behaviors/events are interfering.. Hard to tell without seeing your capx.

  • On the Project Bar, under Filed/Icons

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dop2000

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