Unnatural20's Recent Forum Activity

  • This is not intended to be rude, but there are quite a lot of tutorials for "how to draw animals" on the internet.

    That's how I made this horse: [attachment=0:3utsc1pg][/attachment:3utsc1pg]

  • At this point, I've found a solution, I think. I don't know why timescale 0 doesn't work, but a timescale of 0.000001 is near enough as to make no difference... right?

  • thatserafimkid I have Timescale On (Sounds and Music); I have Music and sounds playing. On my system, sound effects are not paused when the global timescale is set to 0. This oddity is why I wanted to link to my capx- but the URL truncation got me again. :/

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  • signaljacker The Timescale Audio Feature is for the entire audio object, not just individual files. And for some reason it doesn't seem to work at all for pausing Sounds.

    Unfortunately I can't upload the file here because it's too large, but it is here: dropbox.com/s/r0dee9zo03fjb ... .capx?dl=0

  • There are a few ways of looking at just a subset of the array. For example, the first time you check for adjacents, you're only looking at the eight squares around the first object. You check for adjacents in just that subset of the array, then store all matches in a separate (list)array of matched array locations.

    From that list, you can generate a new rectangle to search for adjacents in- one less than your lowest X to one more than your highest X, and one less than lowest Y to one more than highest Y.

    I considered putting together the approach? but I think the + image method resulted in less changes to your game as it was currently designed- and if you're going to implement new bugs dropping in from above, this will work more easily than having to modify an array's entries for gravity.

  • Bump. Is it possible that because the audio is attached to an object, the time scale doesn't work?

  • sgn15 I don't agree that a boolean variable is enough. With the built-in platform controls, you lose inertia as soon as you stop holding down the left or right inputs. A variable to maintain inertia and direction is necessary to model the behavior moonsunglee wants.

    A0Nasser As modelled in Prince of Persia, the question is not whether the direction the player is facing changes in midair, but whether you can control the direction of movement. Once the player has jumped in a given direction, he should keep moving in that direction until he lands or falls. Look at my .capx to see, at least, an approximation of the correct motion.

  • What do you think of this solution?

    The basic idea is, you spawn a + shaped image overtop of the tapped bug.

    Outside of the Is In Touch block,

    For any bug overlapped by the +shaped image, if it's the right variety of bug (and not matched and checked,) you spawn another plus. (and set that bug to matched and checked)

    There were a few other adjustments I needed to make- changing the collision polygon of the bugs so you have to be not touching a bug briefly before you're touching another bug, but...

    I think this works how you want it!

  • moonsunglee So, what I did was make the input controls manual (toggling off default controls,) and then putting all of the manual controls under a condition, which is set on jumping. Take a look.

  • A0Nasser, No it won't. Mirroring the sprite does not remove the Platform Behavior's inbuilt ability to change direction in mid-air.

  • Um, what instances are you trying to collide in your .capx? I was able to play pong with myself successfully by tabbing quickly.

    Here's a super-bare .capx where you can drag around two squares, which are both the same object.

    When they collide, the red one always rotates, and the pink one always moves.

    And, while they're overlapping, the colors change just slightly.

  • In one of my projects, I had an object called "Keypress" that showed an image of a keyboard key to press whenever you approached certain locations/characters.

    In the layout, there were multiple instances of the Keypress sprite; each Keypress had an instance variable named "Which."

    So, related to KSLR's idea above, say for each enemy you have a pimple, and Pimple.Which is set to the name of the enemy. Whenever Pimple is hit, it calls a function with the value of Which.

    PimpleHit("Which") assigns damage wherever you're keeping track of it.

    This isn't dissimilar to using the UID, but I find that having a name makes it more human-readable.

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Unnatural20

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