I made a simple function to compare any number of values: https://dl.dropboxusercontent.com/u/395 ... pare3.capx
You could just open the task manager
Or the CPU% from the debug mode, seems to be the same value
That problem happens because when something rotates to 360 degrees, C2 resets the angle to 0 (because 360º = 0º)
My capx: https://dl.dropboxusercontent.com/u/395 ... 81%29.capx
I fix this by saying "turn 90 degrees" instead of "turn until you reach the target angle" (because the target angle resets when it reaches 360)
Can't run your capx because of custom plugins
I suggest you use the limiting expressions when increasing your variable
Set variable "PlatformAngle" to min(PlatformAngle + 90, 360)
Set variable "PlatformAngle" to max(PlatformAngle - 90, 0)
You may be using "Run layout". Right click your project (in the Projects bar) and click "Run Project"
The MoveTo plugin should be perfect for this situation
Check the manual, tutorials and the frequently asked questions. You can find everything you need in those
This guy came close to it:
But clearly this is not the kind of thing C2 was made for
The mouse position doesn't translate 1 to 1 to the tile position. If the mouse is at X 200, that translates to 200 tiles to the right
There's information about that in the manual
now i need to implement this with a variable that needs to reach 10.000 and the sprite is 170 pixels. Please dont help me i want to do it myself.
You can do it with... MATH! But I won't spoil it
Develop games in your browser. Powerful, performant & highly capable.
You do not have permission to view this post
An invisible layer has 0 impact in the performance, so you're good. It's also possible to use global layers if you have levels in different layouts. This way you can have all your menus in a separate layout and they load in to every level
You might be able to store information in a Dictionary object or Array, then save it as JSON to the webstorage. Then you can load it from the stored JSON data
I would have a 3rd invisible object with deactivated collisions, and then activate it when they come together. You pin the other 2 to this one and forget about them
The pathfinding events weren't considering the "State" value. So whenever a ship failed to find the path, doesn't matter in which mode they were in, they would all follow the last "on pathfind failed" on the list. Putting these events as sub-events makes it so they are being applied to the right ships
It's important to read this manual page: https://www.scirra.com/manual/75/how-events-work
Correctly picking your objects is one of the most important aspects of C2