Unnatural20's Forum Posts

  • It's generally better, it seems, to have an invisible rectangle for the Platform behavior stuff, and non-platform stuff to be handled with the sprite.

  • I think the first one is going to be more like actual pausing. But, I mean... I've got ideas for hacks and all, but why isn't there a "Pause All" option?

  • In my current demo, I've got multiple sounds that can occur at the same time- BGM, death fanfare, sound of a bullet, sound of enemies getting hit...

    When I bring up the pause menu, I would like all sounds to pause, and to resume when I unpause.

    The Sound.Set Paused action only lets me pause individual tags. Do I need to add a separate action to pause, and resume, each individual tag?

    Here's how I'm currently doing things:

    [attachment=0:w30g00nf][/attachment:w30g00nf]

    But I'm looking/hoping for a Sound.Set Paused (All) command.

  • That sounds an awful lot like "families," Nesteris.

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  • located at tutorials/ 1339/ calculating-rectangular-coverage-area

  • The two for loops at the same level of condition work perfectly in some places, mepis. For example, Zatyka's calculating-rectangular-coverage-area .capx uses X and Y for loops in the same condition.

  • I think you've got a genuine bug.

    You've got two options for getting around it, as I see:

    1, leave the official transparency at 100%, but have the image itself have an alpha of 128 (of 255).

    2, manually set the transparency at the beginning of the Event sheet.

  • There's a couple of possibilities.

    If you want the player to remain solid to bullets while the acrobatic ability is active,

    The one on my mind is, have the kinds of objects that can be temporarily not solid (on your collision layer) be different from the objects that are always solid. (e.g, SolidWall and AcroWall)

    Your Acrowall would have different animations based on direction and style; "VaultFenceUpDown" "RunWallUp".

    Then, when the player character collides with the Acrowall; if they're not in Acrobatics Mode, they just stop.

    If they're not going one of the acceptable directions of the acrowall? (Trying to cross the runwall going left or right) they stop.

    If they're in Acromode and going the right direction, then,

    (Player->8-Direction.StartIgnoringInput)

    Then, AcroWall->Solid.Disable

    Player.AnimationChange.RunWallUp

    Player.8Direction.SimulateInput("Up")

    until they're no longer overlapping the Acrowall. Then you reenable Acrowall Solids, 8-Direction input, and normal animation.

    Make any sense?

  • Set position should allow you to set to image point? and then you can pin it in place

  • System -> Every Tick | Particle -> Set Position (Enemy Head Point 2.X, Enemy Head Point 2.Y)

  • Can you include a .capx, or at least a screenshot or two?

  • I don't think there's going to be an easy solution. I suspect it will need to be hacked together, possibly using invisible sprites of various sizes and shapes containered with or pinned to the tilemap.

  • Better way for moving block back and forth is the "Sine" behavior as they gave in the platformer example.

  • They're actually called "Sprite Fonts"