randomly's Forum Posts

  • Fixed the horizontal check and improved vertical check.

    I was just thinking too complicated, trying to make smart loops, but could have instead just used brute-force conditions.

    Which I did now, inspired by alextro .

    Same link, different file: Download here

    One last thing that I need to figure out is, why the dictionary with the supposed check results always contains only one key when moving to the "win" layout.

    But that's not important.

    Important is that the main engine runs now.

  • Fixed.

  • Did you try the debug mode and see whether any object count is rising or falling onto abnormal levels?

  • rexrainbow

    Hey, got a little bit of a problem here that got me frustrated for quite some time now.

    I got this event+actions:

    Ignore the upper events, the "For each key" condition is the most important one.

    For some reason, there don't appear any markers whatsoever on my map.

    • Yes, the "Put on map" event trigger, cause there is a "test" in the console log.
    • Yes, the coordinates that I use exist

    (I would normally use the content of the dictionary, so it's just for testing purposes that I use static coordinates. There is only one key in the dictionary at the moment)

    Is there any known issue in the plugin that I should know about that prevents this from working?

    I tried out a loop without anything, that worked, but this just doesn't work, no matter what I do.

  • Apart from that, you can also try to set the scaling in the project properties to "Point", doesn't work well on all objects, but works fine with rectangles.

    Note though that "Point" uses more CPU than "Linear".

  • To be honest, I don't know a direct solution to this.

    But can you try replacing the system random generator by this or this plugin and see whether that changes anything.

  • Is that a

    "Yeah, I found it!" ?

    Is this solved then?

  • You'll have to use the NW.js plugin and its action Run file for this.

  • (Easy to use)

  • Are you sure that you didn't just miss it while reading the actions?

    And are you sure that you are in the actions menu, not in the conditions menu?

    (If in doubt, check the window title)

  • I changed all colors to white, but the border still remains.

    So I'm afraid, but you can't change the color.

    Might be one of the "border" settings that you can't change.

  • Adding to R0J0hound :

    The only (unlikely, but maybe applicable) exception to the disability to access collision polygon points would be if your obstacles (i.e. Shadow Casters) are rectangular and not rotated.

    You would now be able to get the X and Y of a collision polygon point by combining the object expressions BBoxLeft, BBoxRight and so on.

  • Rewriting what R0J0hound said:

    In your project, you have two parameters:

    • Sound per X degrees "Every X degrees, I want the sound to be played"
    • Rotation speed "Every second, my object should rotate Y degrees"

    So far, so easy.

    Now you create a condition:

    Every Z seconds

    Under that condition, put your Play audio action.

    Now replace Z in your condition by this combination of expressions:

    Z = X/Y

    or

    Z = Sound per X degrees / Rotation Speed

    Example:

    • You want your sound to be played every 10 degrees that the object rotates
    • Your object rotates with the "Rotate" behavior

    Use this for the "Every Z seconds" condition:

    Every "10 / Object.Rotate.Speed" seconds

  • Even though there is no sound at all in the game link, I can tell you why it might not work:

    The game you are creating has rotation speeds of 1000+ degrees per second.

    One frame is usually rendered at 1/60 of a second.

    1000/60 is ~17 degrees per second.

    This means that during one frame, the audio would have been played three times already.

    (And this is only for 1000 degrees per second, imagine it being 3000)

    Like this, the sound would play each frame.

    Since the sounds won't stop after one second, they'll overlap and cause weird noises.

    You will have to step up with the 5 degrees to something like 20 or even more.

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  • If I understand you correctly and my brain actually works, you don't need Shadow Collision if you have Line of Sight and the shadows move with the enemies.

    Since the calculation of line of sight and shadows work almost the same (covering the area between the lines that go from the enemy to an object's left and right edge), line of sight will have the same triggers as a shadow collision.

    Of course, this only applies if your movable light sources are all attached to enemies.

    It is different, if there are moving light sources that aren't attached to enemies.

    But in your description, it sounds like the first case.