Azu's Forum Posts

  • Yes, but not channels.

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  • Nice. I've been looking for something that can pause music. /stolen.=P

    Would it be possible tom add a music queue?

  • R0J0hound, if I had money, I donate to you. Not just for this, but for all the times you have helped me.

  • I'm doing trying to do a random damage forumla.

    Example: [11 x RANDOM(1~1.125) - DEF] x STR x (Lv+STR)/256]

    [11 x RANDOM(1~1.125) - 100] x STR x (4+123)/256]]
    [/code:aw6wwijx]
    
    How would I write this "RANDOM(1~1.125)" as? random(1+1.125)?
    [code:aw6wwijx]
    (11 x floor(RANDOM(1+1.125)) - 100] x STR x (4+123)/256))
    [/code:aw6wwijx]
  • Floor, Ceil, and I think you can use int, which will convert and float value to a integer.

  • Worked, but what about creating on different enemies? Would I have to make different "bmg" functions per enemy?

  • Wouldn't you have to make different loops per enemy?

    Also, I tired typing in numbers instead of the what the edit box says And it didn't work=/

    + MouseKeyboard: On Left Clicked on BadGuy

    -> Function: Add parameter 12

    -> Function: Call function "DMG" (and Forget picked objects)

  • Like this one, but one that doesn't spawn many different ones hand has a saving/load feature. It would save with you make your first run. Then after than it would only save if you have a faster time then you completed the stage. The ghost would only replay your fastest time.

  • Question. What I wanted to the ghost to act like a top time. Mean, only one ghost would spawn, not many. Basically, the ghost would only show the fast time I completed the stage, like saving a file, then loading it.

  • I'm not sure if this is an actual bug or not, but I have a event that triggers something. However, it only triggers if it's on the trigger is behind the switch. Example if it click "Bring to back" on the switch, it doesn't trigger the door. However if it click "Bring to back" on the switch then click "Bring to back" on the door, it works. I'll recreate a cap if need be.

    Actually, I think it might the containers. The if I bring the door in front of the switch, the container outline box disappears, if It put the door behind the switch, it reappears.

  • I'm trying to do an endless fall for a certain amount of time.

    + System: Is global variable 'FallCount' Less than 5

    + plaMask: Y Greater or equal 512

    -> plaMask: Set Y to plaMask.Y-256

    -> Sprite3: Set Y to Sprite3.Y-256

    -> System: Add 1 to global variable 'FallCount'

    That's what I got. It works, and seem seamless, but after a while, you'll notice the object is flashing and eventually you'll notice it completely.

    Here's an exe so you can see what I'm talking about.

    http://www.mediafire.com/?hjj4mw1agpbf4vz

  • It works for me, but objects suddenly disappear when I drag them from the object bar.

  • So, now that new people are working CC, would it be possible to fix copying events between caps?

  • How would you record animation? or would it be automatic?

  • I'm use to Pixel Per Frame rather Pixel Per Second.