dop2000's Recent Forum Activity

  • Here is the working link to that effect:

    https://1drv.ms/f/s!AlDGczITUGYolGLWEwNc0TeU1VQk

    Making a trail of sprites is easy - on each tick create a "trail" sprite, send it to back of the layout. Add Fade behavior with about 0.2s fade out time and set "Destroy after fade out=Yes".

    Or you can do this with Particles (if your character is not very big). Create a trail particle with the same image, put it behind the character, pin them together, set particles speed=0, timeout=0.2s

  • Shouldn't it be "Player_Box set Platform vector X" ?

  • You can post a screenshot of your event sheet or a stripped version of the capx with just one platform object and nothing else.

  • Try these links:

  • The link is right there, just remove spaces.

  • Your link is not working - error 403 Forbidden.

    Try opening it yourself in different browsers.

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  • Could you share your capx?

    Because I tested the code I posted above and it works.

  • On your first level you have thousands of small objects (trees, trunks, shadows, plants, AttackReach sprites etc.), many of which have Chipmunk or Solid behaviors and are part of various collision checks.

    There are ~70 thousands collision checks performed on every tick and these objects are responsible for about 90-95% of them.

    You will never get good performance with this approach.

    I would recommend using a single solid tilemap as a landscape collision map and disabling collisions for all those small objects.

    To identify what is causing performance issues, you can delete objects one by one and see if it improves the CPU utilization and FPS in the Debug Mode. Do the same with events - disable groups of events and see if performance gets better.

  • Your image is not loading.

    Check out the Shadow Light object - in C2 click "New project" and search for templates with the word "Shadow"

  • Add another condition to your touch events, something like "Touch.Y<(layoutHeight*0.9)"

    This will ignore touches in the bottom 10% of your layout.

    If you want to allow players to keep one finger on the screen, you will need to process multiple touches:

    loop from 0 to TouchCount, compare Touch.YAt(loopindex)

  • You can use .PinnedUID expression:

    System Pick object1 by comparison object1.Pin.PinnedUID=object2.UID

    ...object1 is overlapping object3

  • waltg

    To open a project saved in newer version, unzip it to a folder, open .caproj file in Notepad and edit this line:

    <saved-with-version>25600</saved-with-version>

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dop2000

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