Paradox's Forum Posts

  • I would do pretty much what Keepee said.

    I would put a boolean on my player sprite. and set it to reset to false every tick.

    If a button is pressed set it true. Then if it is true, there is a button down.

  • The Replace we are referring to is in Events. If you meant replacing an Object itself, there is a tutorial with a bit of a Hack to do that..

    https://www.scirra.com/tutorials/491/how-to-replace-objects-in-events

    basically you cut all the events, replace the object with a new one that has the original's name, and paste the code back. the code still has the same name but is actually referencing the new object.

  • Or you can press 'R'

    It works better if you select all you want replaced, and do them all at once. The behaviors and instance variables have to match between the old and new, so you may need to add them first.

    Here is a tutorial on replacing an object with it's family, but it explains replacing pretty good.

    If not using a family start with the 3rd paragraph under 'The Process'

    https://www.scirra.com/tutorials/535/how-to-upgrade-an-object-to-a-family

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  • You can pin the tab open on the upper right corner. That way it won't snap shut on you.

  • It is there in the layout editor too.

  • Or when you drop them, have the dropped tower snap back to the store, and read the mouse location like it was a click on the wall.

    You can make a draggable window for your HUD, put all the parts in 1 or two families and pin the families to the draggable background image of the window. (the background can be in the family too.)

    Set an event

    Not touching dragbar | drop Windowbackground.

    That way it can't be dragged if they aren't using the dragbar. (which could be the title font.) Which would keep it from interfering when you drag items out of the window.

  • I would probably put them all in a family, and name the default animation the same as the name of the sprite.

    Then "Pick by Evaluate" use the family, and the evaluation as

    Family.AnimationName="Sprite"

    edit: (actually I do this all the time, but instead of a family, I usually have all the sprites as separate animations in the same Object. Then picking by animation name is easy.)

  • I think this is the main thread that was closest to success:

    http://www.scirra.com/forum/solved-split-screen_topic49891.html

    I never tried it myself, so I don't know how well it works.

    Maybe a link to filter games which feature achievements, which would support ranking players by achievement totals. And you could offer Rep rewards for hitting landmark totals.

    (then again, I bet you already are giving rep rewards for achievement points.)

    Not thrilled about the changes in Ranking, my games currently 18th and 27th, didn't make the screenshot.

  • Sorry I didn't get back soon enough to explain what it looks like you have found now.

    Basically, the array already has all the features built in.

    Like being able to just check for 0s, and changing a value.

    ...And I really do love Tokenat, I just answered a random loot table question with this solution:

    tokenat(Monsters.loottype,int(tokenat(Monsters.Chance,random(tokencount(Monsters.Chance,",")+1),",")),",")

  • Ok, here is a capx that does it in one event.

    https://dl.dropboxusercontent.com/u/85412219/forumposts/RandomLoot.capx

    I was going to get fancy with ranges for the random values but did it the quick way, so the instance variable for the choice is like:

    "0,0,0,0,0,1,1,1,2,2,2,2,2,3,3,3,3,4"

    it grabs one of those numbers and uses it to grab that number out of a string of loots:

    "gold (5-10),sword,armor,shield,diamond"

    so there is one out of 18 chance for a diamond.

    You can change the amount of numbers to increase odds, it counts how many are there before choosing.

    The number of loots is determined by the number it pulls, so if you have a 5, there should be 5 loots, or it will grab number 4 instead.

    Edit: if you don't want to download, the event:

    On Touched Monsters | Set Text to tokenat(Monsters.loottype,int(tokenat(Monsters.Chance,random(tokencount(Monsters.Chance,",")+1),",")),",")

    You mentioned a loot table, if you want to point at those directly, you could drop the loot string, and put the numbers for your loot table instead.

    I.E. Monsters.loot="21,21,21,21,21,34,34,34,8,8,8,8,8,36,36,36,36,36"

    loot = int(tokenat(Monsters.Chance,random(tokencount(Monsters.Chance,",")+1),","))

  • I love TokenAt, but this really looks like it would work better in an array.

    Still, you could loop through the token count and add up the 1s, you'd know if you were short if the total wasn't equal to the number of levels. Or break the loop at the first 0, if you are looking to find one.

  • Or put instance variables in a family that contains all the monsters.

    each monster would have it's ranges, and the function could read the list off the family.

    (unless you are using the free version, which doesn't have families.)

  • The link says "backup" so it's probably a previous version before those parts were added.

  • -1 would break so much though, I don't want to go rewrite all my games.

    If it's out of bounds, I want it to add 0 to my equation, not subtract 1.