Ashley's Recent Forum Activity

  • It actually looks like a bug, I seem to be able to get false positives for 'Is overlapping' in that .cap as well. Ergh. When we have time we'll get round to fixing it (thanks for putting on tracker).

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  • Text: Add 1 to score

    then later...

    Character.Value('score')

    You're adding to a 'Score' variable in the text object, but displaying the 'Character' score. Which one are you gonna use?

  • Use 'Compare values' in the system object - and compare Sprite[Ball].Speed. If you need picking with more than one instance, put a 'For Each Sprite' above it.

    It was quick to add though so I've put in 'Compare speed' in the ball movement for the next build

  • It must be a bug in the UI library so I don't think there's anything we can do about it. Try undocking and redocking the tabs together or separately in some combination, I think it can eventually be persuaded to go back.

  • Hmm, looks like I broke motion blur... I'll try have it fixed for next build.

    Multiply can do that if the layer is using its own texture. You have to use Multiply Plus. There's nothing much that can be done about it - DirectX just doesn't like that effect in that situation. It's basically an invalid setup.

  • Yeah, I'd really like this too (I have no idea how it's ordered at the moment, it looks random), but I think we're planning on changing it to a button that opens a dialog with alphabetically sorted names, and a 'search bar' like in the event wizard dialog. But that's when we get round to it.

  • Try making it always set text ="Score :" +(str(PlayerSprite.value('Killcount")))

    That'd work to display the string, but is identical to the & syntax used in the original post. As Aeal said, with just the events you described you're showing a private variable that never changes, so you need to add 1 when you kill something

  • Sweet

  • Can someone confirm the new version (download same link again) can do "Center view on me" properly?

  • The only difference this build is that 'Set Timescale' immediately affects the value returned by 'TimeDelta', as opposed to only taking effect next tick. This is actually really useful, because you can set timescale to 0 to pause, and still have timedelta'd scrolling around and such. However, it means the place you set the timescale is important. Because you have events involving timedelta following the set timescale action, those will all be affected immediately.

    So all you need to do is move your 'Set timescale' action to the end. Either move the event down to the bottom of the list, or add a deferred change (I set another global variable 'TimeScaleToSet' instead of setting the timescale, then at the end of the events list, always set the timescale to 'TimeScaleToSet').

  • OK, I've reuploaded a version with the fixed "Center view on me" attribute. Same download link. Give it half an hour to propagate across the SF download servers then it should be working. Let me know if it works out.

  • Woops, forgot to take some debugging code out which broke center view on me. Just use "Always - scroll to object" for now.

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Ashley

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