honeben's Forum Posts

  • 9 posts
  • why dont you make a solid wall that is completely straight on the edges, set it invisible and put an image over top of it that has various angles that is not solid??

    I posted my response assuming you are trying to avoid your player being able to climb up a wall--so if that wasn't what you meant, sorry.

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  • yes Plinkie---however if you use the Persist behaviour--you don't even need to have an instance variable at all! That's why I like that behaviour--it's all built in.

  • BACLog was right too, as long as you be sure to have the coin destroyed, but why not make use of a good feature---that's why its there. And when your coding and games gets more complicated, you will want to do things the most efficient way to cut down on CPU usage.

  • You do NOT want to make your coins global--or else they will carry through and appear on every level.

    What you want to do is click on the coin sprite, then add behaviour, then click on the + symbol, then click on the "persist" attribute.

    This will give your coin a persistance that will remember that it is destroyed so that when you return to the same level it wont be there again.

    Here is a very basic cap showing you what I mean.

    Be sure to experiment and make the coin global to see what I mean about it going through to the next level.

    Also--there is a persistant layer cap included in the software.

    dl.dropboxusercontent.com/u/15587147/persistant.capx[url=https://dl.dropboxusercontent.com/u/15587147/persistant.capx]persistant cap

  • Thanks very much for clarifying this---I had a feeling it was intended behaviour and no bug--but wasn't sure.

  • I could be wrong but I wanted to post this to see if there is a possible bug I should report.

    I was experimenting with appending text with 2 nested loops and their loop indexes. But when I tried to append them this first way, all I got were "1"'s.

    Here is my original event:

    <img src="https://dl.dropboxusercontent.com/u/15587147/New%20Bitmap%20Image.bmp" border="0">

    Here is the result:

    <img src="https://dl.dropboxusercontent.com/u/15587147/New%20Bitmap%20Image%20%282%29.bmp" border="0">

    I have searched all over the forums to find if this is a known bug or issue and found nothing. It may just be my not understanding how to build texts--but the explanation in the manual is very easy and it works with other variables fine.

    I was able to fix the problem by adding an & and a double quote:

    <img src="https://dl.dropboxusercontent.com/u/15587147/New%20Bitmap%20Image%20%283%29.bmp" border="0">

    and the result below is the way I thought it would work without having to use an & symbol with 2 quotes......am I doing something wrong?

    <img src="https://dl.dropboxusercontent.com/u/15587147/New%20Bitmap%20Image%20%284%29.bmp" border="0">

    here is the fixed cap---sorry

    https://dl.dropboxusercontent.com/u/15587147/buildtext.capx

  • This VERY basic tutorial will show you how to quickly include 1 event sheet with every layout to allow you to easily go to any layout of your choice or change position within a layout by simply inputting your own private variables for each instance you create.

    COMMENTS are appreciated by anyone who finds this useful!

    <img src="http://dl.dropbox.com/u/15587147/screen.png">

    http://dl.dropbox.com/u/15587147/simplechanger.cap

  • does this help?

    <img src="http://dl.dropbox.com/u/15587147/answer1.bmp">

  • I like your example and I have a couple of comments that some readers may find helpful.

    In your .cap, it may be noticed that the player starts to fall when the "up" key is released but only while stuck to a wall on his left, (when the "up" key is released when the player is stuck to a wall on his right, the player does NOT go anywhere.)

    I am not sure if that was intentional, but this can be fixed 2 different ways:

    To make the player STUCK when the "up" key is released on BOTH walls:

    a. Insert condition "has wall to left" in event 1

    b. Insert condition "OR" in event 1

    c. Delete events 4 and 5

    Event 1 should look something like this:

    1 sprite3 has wall to left

    OR

    sprite3 has wall to right

    2 ......

    In order to change things so that the player falls while stuck to either wall, KEEP my changes from above and add another SUB-EVENT to event 1 and most importantly remember to INVERT this new condition:

    (inverted condition) Player 1 "move up" is down Sprite 3: set gravity to 1000

  • 9 posts