dop2000's Recent Forum Activity

  • If changing the type is not possible, you can replace the textbox with another one, which shows the same password but in clear text. Basically make the first textbox invisible and the second one visible, and set focus to it.

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  • There is "Deduplicate images" option when you export your game.

  • First, you posted in the wrong sub-forum. Secondly, seems like you shared the wrong project :)

    Anyway, there are multiple issues with your events. Event #4 on your screenshot will run on every tick, creating lots and lots of objects. Also, I believe when you press C, both events 1 and 10 will be triggered one after another. The first will set InDialog to true, and that's why the second will trigger also, cancelling the popup.

    You need to change your code like this:

    On C pressed 
    Player is overlapping Counter
    
    	(Sub-events)
    	Is InDialog : Set InDialog to false, destroy popup etc.
    	
    	Else : Set InDialog to true, create popup menu etc.
    
  • Do you need keys with different rectangle length? You can create several frames or animations in the sprite.

    Or use a separate sprite for the circle and attach it to the rectangle with physics joints.

  • Or Date.Now+259200000

    (259200000 is the number of milliseconds in 3 days)

  • BTW, it would be nice to have a "Stop function" action in C3, similar to "Stop loop".

  • In Physics world you need to move object with Physics actions - apply force, set velocity etc.

    Try this:

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  • You should post your project file, it's really difficult to understand your problem.

    Also, Physics is not compatible with other movement behaviors. Don't use Physics with Pin or Bullet behaviors in one object.

  • If there are only 3 instance variables, you can use a ternary operator. For example:

    Set text to (DialogueState=1 ? NPC.Dialogue1 : DialogueState=2 ? NPC.Dialogue2 : NPC.Dialogue3)

    Otherwise use a dictionary as oosyrag suggested - add the dictionary to the same container with NPC, each NPC will have its own copy of it.

  • Why do you want to stop animations for off-screen objects? If you think this will improve performance, it probably won't. These events executed on every tick will likely have the same performance impact (or even worse), as playing animations.

  • "Every tick" is kind of useless condition, since all events are run on every tick anyway. But you can use it to make the code easier to read.

    "Pick all" condition is definitely not required here. By default all instances are picked already.

    The problem was likely with the loop. You should avoid nesting triggered conditions ("On Fall", "On Landed") under other events, especially inside loops.

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dop2000

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