dop2000's Recent Forum Activity

  • You can destroy or erase data in this dictionary before saving, and in "On load" event restore it again.

  • I imagine this can be done quite easily with a big tilemap. Each tile is a colored circle. You can "draw" moving/rotating objects on the tilemap using invisible sprites. For example, a sprite of a car is moving over the tilemap with bullet behavior. The car has several frames (one for each color) and plays looping animation. On every tick check which tiles the car is overlapping and set these tiles to the current car color.

    Or you can do the same with a big matrix of small sprites instead of the tilemap, but this may be worse for performance.

  • Also, as I mentioned in your other post, you can use two Pode's addons - Extract image and Inject image:

    github.com/Pseudopode/construct2_plugins_behaviors

  • You made two instances of the same sprite. Of course when you load an image, it's loaded into both. You need two different sprite objects. Or two frames of the same sprite - load one image into the first frame and another image into the second.

  • You can add an instance variable "isUploaded" to sprites. Set it to true after an image is uploaded. Or use a global variable(s) to track which sprites have images.

  • I assume you mean "virtual gamepads", or thumbsticks?

    Check out this example:

    dropbox.com/s/0ao5967k6k59non/ThumbstickDouble.capx

  • Your mistake is that you are restarting the timer every 0.2s

    You need to start it only once when the enemy switches from patrolling to chasing. Also, set the name for the timer, don't leave empty quotes "".

  • So the yellow sprite doesn't move?

    I don't know, I'm sure there is explanation, but I need to see the project file.

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  • You cannot apply CSS effects to native C2 objects, only to Form Control objects. Also, you forgot to post the link to the video :)

  • newt This is still only a 3D array :)

    x is width, y is height and r,g,b,a are all on the depth axis.

  • I tried fixing your file, but there are too many errors in it.

    logoText is not the only object that is missing, there is at least another one - AkimboHand. Also some instance variables are missing, Player_Collisions.AmmoAkimbo for example. There may be many more.

    It looks like the .caproj file was taken from an older version of the project.

    You can rename the .capx file to .zip, unzip it into a folder and see it for yourself. Open Game.xml in some text editor like Notepad++ and search for AkimoHand, you'll find many-many references. But if you open the .caproj file, where all objects are listed, there is no object with this name.

    .

    It's possible to fix this manually by editing project files, but this may take a very long time. So I hope you have backups of your game...

  • You can use File Chooser object to select a file and "Sprite->Load image from URL" to load it.

    FileChooser on changed -> Sprite Load image from FileChooser.FileURLAt(0)
    
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dop2000

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