oosyrag's Forum Posts

  • Both. Scrolling or not scrolling should make no difference.

  • You might look into containers, if I'm guessing right (I mostly have no idea what exactly you're looking for).

    Containers are groups of objects that spawn and get picked together. You can set their default state (positions relative to each other) in the layout editor, and whenever you create one object in the container, they will all be created.

    Otherwise, families might be of use to get a random object from a group of objects.

  • When you use scale outer, you must design your layout/background ect to cover more than what you expect a "normal" user to see.

    When you use scale inner, you design for parts of your layout to be cut off when viewed by a different aspect ratio than expected.

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  • Recommend you go through the Beginner's Tutorial

  • https://www.scirra.com/manual/86/behavior-reference

    https://www.scirra.com/manual/90/bullet

    [quote:s68svm60]Bullet actions

    Set angle of motion

    Set the angle the bullet is currently moving at, in degrees.

  • Try using the bullet behaviour on the knife, setting the angle of motion to angle(knife.x,knife.y,target.x,target.y)

  • Just because you don't see it doesn't mean it doesn't happen.

    I'm going to assume that a relatively little population wants to buy/play a game to hack it. Most people would rather just play the game...

    Hackers usually want to show off to other people or to ruin other players' experiences. There are steps you can take to mitigate this. Two common targets are leaderboards and multiplayer.

    1 - Reality check for leaderboard submittal, or culling of obviously doctored submissions. Friends-only leaderboards works well too.

    2 - Authoritative host for multiplayer.

    For a single player game where hacking will not affect the experience of anyone other than the hacker... don't worry about it, just let them do their thing. They're having fun their own way with your game, and you should be happy that they are enjoying your game.

    Regarding secrets... ever since the internet happened there are no secrets anymore for those who look for them. RIP.

    For achievements, either use some sort of reality check or just don't worry about it. Really isn't a big deal.

  • Sorry realize this isn't really going to work (was too tired when I posted). You're looking for a "signed angle" difference. There are a few ways to get this, but I'm not familiar with them.

  • Every tick (or every x seconds), save the current angle to an instance variable (lastAngle). Make sure this is the last event/action in this group.

    Compare values:

    Self.Angle-Self.lastAngle > x - Play left turn animation

    Self.Angle-Self.lastAngle < -x - Play right turn animation

    Where x is the "dead zone" angle for going straight.

    Although I feel like there is some trickery involved with going from 359 to 0 degrees for the angle, the solution evades me at the moment. Maybe someone else can help.

  • Have you created a single shot?

    Do it again, and add or subtract from its angle of motion.

  • Chrome doesn't allow inactive tabs to run by design to preserve system resources I believe. The workaround was to play audio (even a silent looping bgm) to keep the tab from "sleeping". I don't know if this still works.

    Otherwise, export to nw.js for a desktop app.

    You won't be able to get the game to pop up on its own, but you can play a notification sound maybe.

  • Use invisible helper sprites that are solid. When overlapping with boulder, destroy the solid.

  • The best you can probably do is use the system canvas snapshot action to get an image as a string.

    Nwjs to load from local folder, multiplayer to send string as message, and browser to invoke download

  • Rounding error?

    Maybe try setting the position with move at angle instead.

  • Check your imagepoint origins maybe? If you have variations on different animation frames the origin point may not be the same on each frame.