LittleStain's Forum Posts

  • Reverse engineering a capx with one event, while someone told you how to create the event above?

    You are right, that's not being lazy..

    There are other words for it though..

    While typing in the event as shown above you'd have noticed after typing the dot behind textbox a menu pops up showing all the different things you can put behind the dot. This is actually true for every object you type the name in for. So if you ever need the height of an object in a "formula" object.height will do it for you.

    Reverse engineering, while possibly usefull, isn't the same as programming. Programming is solving issues while building something. reverse engineering just shows the one possible solution to an issue someone decided to use. It could be very possible there are easier ways to solve the issue, but by reverse engineering you'll never learn those.

    But if it works for you to ask people to do unnessecary work for you, that's fine..

  • hccgra

    I remember too and I've learned more from fiddling about after reading an answer than from getting capx's..

    And although making a capx for something like this only takes a short while, he could have done it himself in three clicks and probably discovered more..

  • Is the text initial visibility set to no?

    You could put a text-object on your screen to check the value of score to make sure it isn't always higher than 8.

    text - set text: score

    I'm assuming score is a global variable to which is added when a ghost is destroyed.

  • I'm sorry, but I don't have the time to create and upload capx. The above is pretty straightforward.

    on button pressed

    system compare two values: textbox.txt = "happy" - perform action

  • Have you taken a look at the "rotational platformer" example shipped with C2?

  • There should be no need for imagepoints.

    If you have all the origins set up to be on the left upper corner you could use the relative distance between sticker and upper left corner of the user media object as a reference.

    Compare the height and width of the user media object in "edit mode" with the height and width before export and adjust the size and position of the "sticker" accordingly.

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  • add this as a condition:

    system compare two values: textbox.txt = "happy"

  • Please upload a capx instead of a caproj. just choose save as single file.

    It should be as easy as:

    system compare two values - score => 8 - set "you win" visible

    system trigger once

  • Also some of the info in this topic applies..

  • Add the array to a a container. That way it will only be affected by the one sprite it's in the container with and on creation of the sprite the array will be created automatically..

    Manual entry on containers

  • It might not be exactly the effect you want, but by adding a coloured tiledbackground and setting it's blendmode to additive, you get a colourizing effect.

    edit,

    hmm.. Adding a coloured tiledbackground on the top of a layer and setting it's effect to colour actually works very nicely, so I guess that's a far better way..

  • the expression for that = object.count

  • You are using third party plugins in your capx, so I can't open it.

    What I meant is that you probably have your events set up like this:

    1.- If A is down - do this

    2.- If W is down - do this

    3.- If A is down and W is down - do this

    If event 3 is true, event 1 and 2 are also true.

    To prevent this you could do something like this:

    1.- If A is down and W is not down - do this

    2.- If W is down and A is not down - do this

    3.- If A is down and W is down - do this

    this way it's impossible for all three events to be true at the same time.

    This could be simplified by using subevents and else statements, but the above explains the basics.

  • It's impossible to create a generic cutscene, because cutscenes are game-specific.

    If you are making a game about an ice-cream-eating girl, you would want something completely different from a cutscene for a game with tanks on a battlefield.

    Not only would the scene be different, but because of the different behaviours and all other aspects of your game, the way of making the curscene through events would be different.

    Making a cutscene in general would mean creating timed events, uninterupted by player input (apart from a skip button, so people could choose not to watch). The timing could be done by timers, or you could trigger the next event when the previous event has completed. If you'd like to use the same sprites as in the game, most behaviours have a way to simulate input and that could be used to create cutscenes in which the behaviour doesn't differ from the game-play.

  • First you will have to know when a person wins the game.

    Then you create an event checking if those conditions are met and add the action set "You win" to visible, or create object "You win" or any other way you have chosen to make "You win" appear.