LittleStain's Forum Posts

  • doodle jump

  • You only have to change two lines

    In the global sheet:

    Instead of blanktile add 1 to tilecount ->

    use system addto variable Tilecount 1

    And in the level sheet:

    instead of blanktiles tilecount = 2 ->

    use system compare variable tilecount = 2

    And it should work.

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  • You are using instance variables, global variables and family variables.

    You are changing the instance variable and then destroying the instance while you are checking if the family variable is 2.

    You should either change the family variable in an action and check that or change the global variable and check that.

    you could also destroy the replacemanttiles at start of layout and system compare two values replacementtile1.count = 1 and replacementtile2.count = 1.

    It would be even easier if you made the replacemanttiles 2 frames of the same sprite.

  • Instead of global variables you could also use instance variables, which seems far more logical because the variables are character related.

  • A tank doesn't go from standing still to a constant movement at once, does it?

    Physics has a lot of properties, like gravity, elasticity, friction. You could play around with these.

    You could also set your tank as an immovable object and move it with move forward or any other move command if physics shouldn't affect it, but it should affect physics.

    Is this a top-down or side-view game and is using physics uour best choice? Platform behaviour and bullet behaviour also have gravity, so for some games choosing either of those would be better.

  • Easiest way would be to add a condition to check if the mouse is over the sprite.

    If the sprite has a hole (like the letter A) you should probably slice the sprite up in pieces so you can make a better collision-polygon.

  • Sebastian

    I'm not a programmer and my mind is certainly not wired as one.

    If you'd read my second comment in this thread you'd seen I feel like I've been the patient I'm talking about in the past.

    I don't mean to discourage anyone. I often encourage them to read the manual and follow some tutorials before engulfing themselves in too big a project, but even then I try to answer their questions.

    I don't see that having a bit of fun with observations made can do harm, if so let's ban humor completely.

  • What would you like to know?

    Here's the draw part..

    Now you just have to make sure it's inbetween the lines of the letter and/or other conditions you have thought of.

  • I often just sit staring at the screen with a smile on my face when I come across topics like I tried to describe above.

    When I started working with C2 often the "simplest" events gave me headaches, for I hadn't any experience with programming at all. I still have a lot to learn and flipping through the how do I section often gives me new angles to look into. I understand where the questions come from and sometimes imagine myself to be the patient. In one year, if they are still using C2 they will probably look back at their topics slightly embarrassed, but also knowing it was the great community, that helped them through while they were struggling to understand C2.

  • Just a little parable based on the "How do I??" section of this forum.

    "Help me doctor!"

    "What seems to be the problem?"

    "I want to run."

    "So.. run!"

    "But it isn't working doctor."

    "What isn't working?"

    "Well, I can't run."

    "What is it that stops you from running?"

    "I don't know doctor, that's why I'm here"

    "What happens if you try to run?"

    "I feel pain doctor."

    "Where do you feel pain?"

    "In my legs doctor."

    "Can I have a look at your legs?"

    "No, doctor, nobody is allowed to look at my legs!"

    "Well, if I can't see your legs it's hard to pinpoint the problem."

    "Can't you just give me a pill, doctor?"

    "I have at least 25 different kinds of pills, each for a specific issue, I can hardly give them all."

    "But you're a doctor right, you can't fix it?"

    "I'll try... Is there a specific place you feel the pain?"

    "Yes, it feels like my shins are on fire."

    "And are they?"

    "What do you mean?"

    "Well, are your shins on fire?"

    "Yesssssss!!! Thank you doctor!!! That was it!!! I only had to put out the flames on my shin!!"

    "No problem, glad I could be of service."

    "You're the best, doctor, I can run again, could you now please tell me why I can't jump?"

    "..."

  • upperbody set animation : idle

    upperbody set frame : lowerbody.animationframe

  • on start of layout - text : pin to player.

    It might be useful to read the manual and follow some tutorials to learn the basics of working with events, actions and conditions.

  • Just move the text where you want it to be relative to your player and pin it on start of layout.

  • You could make a container in which you have the enemy-sprite (which could just be an empty sprite set invisible) and the enemy-animation-sprite.

    Now when you create the enemy-sprite, the enemy-animation-sprite is created also. So in a subevent of the create event you could use the pin behaviour to pin the two together.