dop2000's Recent Forum Activity

  • There are several ways to do this:

    1. Create a dummy object (an empty sprite for example), set it as Global and add No Save behavior. Move all your global variables to instance variables on this sprite.

    2. Save these variables to Local Storage. After loading a saved game, retrieve variables from Local Storage.

  • Oh, that icon is actually the Enemy sprite! From your first screenshot I thought it was the player, sorry for that.

    Here is an easier way to do what you want:

    dropbox.com/s/xyqy64n9qlwd87f/ChasingEnemy.capx

  • You can add another condition to event #3 (on collision) - "Spike Bullet distance traveled > 50"

    Or instead of "on collision" event you can pick all moving spikes and test if their tip is overlapping tilemap. Add another image point to the tip of spike sprite and do this:

    Spike Bullet speed>0
    For each Spike
    ...System pick tilemap by overlapping point (spike.imagepointX(1), spike.imagepointY(1))
    
  • Have you tried opening it from r120? You can run r120 using this link:

    editor.construct.net/r120

  • You can add an instance variable "animationIsFinished" and set it to true in "On finished" event. And then check this variable in your loop.

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  • System compare two values find("Abcdef", "bcd") not equal -1

  • Loop through all array elements (using System-For or Array-For-Each events), and use text expressions find() or left() to compare part of the string, for example:

    Array for each X
    ..Compare two values find(Array.CurrentValue, "b_")>=0
    
    System for "" from 0 to Array.width-1
    ..Compare two values left(Array.At(loopindex),2)="b_")
    
  • If both players are two instances of the same object, then you can't compare Player.y with Player.y

    You can use IIDs - Player(0).y compare with Player(1).y

    Or you can add Player sprite to a family. Then you'll be able to pick 1 instance of Player and 1 instance of Family in the same event and compare them.

  • It should work, you are doing something wrong.

  • Actually, you don't need "LocalStorage Get" and "On LocalStorage item Get" events. You can access LocalStorage item value in "On item exist" event.

  • It's a simple formula: percentage=100 * ColorChannel/255

    For example if your color in RGB is (0,204, 255), to convert these numbers for "Set color" effect you divide each by 255 and multiply by 100, result: (0, 80, 100)

    .

    To convert back: ColorChannel=percentage*2.55

  • Simply change "204" to "80" in effect parameter.

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dop2000

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