grimwolf's Forum Posts

  • Yeah, 8-direction is intended for games with a top-down view, or possibly side-scrolling aircraft shooters. If you're not making that type of game you should be using something else, like platform.

  • Seems unlikely, but I'd like to know for sure as well. While from a technical standpoint I have difficulty grasping how they even could do that, if it does not work that way then it really shouldn't be an option.

  • I'm almost certain all keyboards use the same keycodes. If I'm right those codes are what are used in any game to determine exactly what a particular key press should do. While searching online for key code definitions I've not found multiple forms either.

  • I haven't actually tried using the Dictionary object, but in the meantime you should be able to create a dictionary object that holds the name of every applicable keyboard key as a value, with the associated dictionary key set as the keycode.

    This way, when someone presses a key and you read the keycode, you can compare it against the dictionary and get the actual key name.

  • Wouldn't a massive number of tiny individual sprites create a huge performance hit?

  • Without knowing the details, you should be able to check if that animation is playing before interrupting it with another, and if it was playing you do the same On Finished stuff.

  • Procedurally generated, so the level basically goes on forever with randomized terrain? I'd love to know that as well.

  • An Array seems like it should work well. Just save the various texts as strings inside it, then you can choose a coordinate in the array at random and pull the text from it.

  • You might be able to use a Particle emission instead of a series of spawned Sprites. You can remove gravity and tweak acceleration/deceleration to make them hang in place, and use the lifespan (what is that called again?) to decide how long it stays behind.

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  • On Moved only triggers when the object initially starts to move. You want something more like Is Moving.

    In the highlighted portion after On Landed where you actually use Is Moving instead, it's still being limited by the one-off nature of On Landed before it.

    Basically, you've set every last event on there as a one-off occurrence.

  • They span Layouts as well. If you set a variable to something in one layout, then move to another layout, it won't automatically reset. It will still hold the altered value.

    So a global variable should work fine.

  • I'm pretty sure all you have to do is get the player into the air. You could just use something like Set Y vector -1 to launch the player an imperceptible distance into the air.

  • There may be a simpler way to go about this, but you could pin an invisible box sprite to the creature. While the box is overlapping the barricade, use an Every X seconds event to have the rest run every 1 second.

    Using the box with Is Overlapping would allow it to check the proximity constantly, rather than only once like On Collision, which would be necessary to check if it should attack every second.

  • Using On Collision instead of Is Overlapping should do basically the same thing, but only trigger once when you enter the space. Thereby not constantly repeating the start of the animation.

  • Wouldn't a simple "Trigger once while true" prevent it from changing every instance?