lionz's Recent Forum Activity

  • > You can't. You'll have to make a custom loader layout of your own.

    >

    Any tuts on this??

    Yeah, make an image. Set Use Loader Layout to Yes. Haha, I don't make a habit out of editing backend js files.

  • Oh right I thought you meant in C2.

  • You can't. You'll have to make a custom loader layout of your own.

  • We don't hate people that need help with C2 lol. You need a condition that blocks the other one out. All actions run at once when it is true and from top to bottom in C2. You need to put in a condition on the left, something like on clicked if changeplayer is 0, set changeplayer to 1. And on event 3 you need if changeplayer is 1 set changeplayer to 0. However, because they run top to bottom in C2, you're going to find that it looks like nothing is happening because event 1 is true then event 3 is true. Usually for this i add a wait of 0.1secs on the actions on the right hand side.

  • Because you're already touching and move the object to touch position I don't know how you can get this to work using that method but good luck. There is always a problem with overlapping objects and drag/drop but you can use a pick to pick one of them to drag if they are overlapping.

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  • Well I'm not on a tablet, it might not be working as expected on a tablet.

  • 1 Supported resolutions are listed on here http://v-play.net/doc/vplay-different-screen-sizes/

    2 There are export options for portrait, landscape, letterbox style, fit to screen etc

    3 Third-party apps required https://www.scirra.com/tutorials/809/ho ... -crosswalk

    4 Developer console https://www.scirra.com/tutorials/1287/h ... oogle-play

  • Thank you, I expect early access and collector's edition.

  • The number of collected coins will be a global variable, consistent across the game, and you can save these values using local storage. When the player loads the game again you load the save game and all of the values. The shop would just be some UI that subtracts a number of coins from the global variable.

  • Seems fine to me on Firefox PC.

  • I don't think you need anything that complicated. You can create an invisible sprite that is larger than the visible sprite and pinned to the visible sprite, which allows dragging when you are not quite touching it. You could also put them into a container so they are one object with part of it invisible. Really you are dragging the invisible sprite. Then you can say when the invisible sprite is 'in dragging', set the visible sprite to mouse.x,mouse.y so it is central.

  • You enable/disable the platform or 8-direction behaviour (however they move). Assuming they are two different objects, have an instance variable on the change player button that goes between 1 and 2 when clicked or something similar. When the button shows 1, then enable movement on player 1, disable on player 2, when the button shows 2, then disable movement on player 1, enable on player 2.

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lionz

Member since 5 Aug, 2013

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