Hayeck904's Recent Forum Activity

  • Didn't download your capx but I've encountered a similar problem so i'll try to help.

    Line 1 : remove npc destroy action

    Line 2 : no change

    Line 3 : duplicated line 2, change instance to 1

    Source: https://www.scirra.com/manual/124/system-conditions

    Section Pick Nth instance

    Now what if the running npc collides with 2 npcs at the same time on the same tick and you have to destroy all three.

    Idk? Is that possible idk? Is there a system expression showing how many instances of a trigger are created per tick, idk?

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  • Use the "is pinned" condition from the pinned object.

    Then on your ontouch event add the condition bullet is pinned (and invert it so it basically says bullet isn't pinned)

    Now its possible I miss understood you when you said it continues to rotate a little bit once it hits.

    If by that you mean you had your bullet rotate a set amount of degrees per tick towards touch.x and touch.y

    then you'll have to add an event on collision that instantly finishes the rotation or simply stops the rotation.

    Depends on what you're using to rotate the object (the sprite angle, the bullet behavior angle, ect.).

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  • Within that last couple of months I saw an update that allowed users to auto fill function names in the call function action.

    I also love how we can see custom descriptions of instance/global variables in certain areas of the editor.

    I believe the function object (and some others) could benefit from this functionality.

    Here are some pictures depicting my thoughts.

    Updated so picture will show. Hopefully.

  • I can't help you with your game question but I can touch on the website part.

    I just finished testing my game using the html export option.

    Uploading to a webhost is extremely easy, I just copied and pasted the files and boom my game was up.

    It comes embedded on a standard html file that you could edit and integrate into your website.

    Saving and reading from your website storage should't be an issue.

  • Anyone?

    I'll try a simpler explanation.

    Half my game screen is covered with a chat box for the entire game.

    It makes no sense to render the game under the chat box.

    The chat box cannot be hidden and essential to the gameplay.

    Is there a way to place the element outside of my window space?

    Possible other solutions:

    Create a chat box via html. I assume there's a way to place an external element on the same page of the game and have them communicate but i'm not sure where to start.

    If that is possible i'll just have the game export the update to a file and the webpage read from the file, filling in the chat box. If that's a thing, idk.

  • For example lets say my project window size was 1280 x 720.

    I want a chat box of dimensions 640x720 placed on the right side of my window.

    This goes on a different layer and acts as part of the ui. Non scrolling ect.ect.

    My first issue was that my camera was no longer centered on my object.

    I fixed that by creating an image point at an offset and centering the camera on that.

    Now my issue is that I'm wasting power rendering under the chat box. Is there a better way to do this?

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Hayeck904

Member since 4 Dec, 2014

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