You need to use a loop to do this -- specifically, loop through the height of the array and set each element in the desired column sequentially. Here's an example.
Rotate the the bullet image -- not the sprites themselves -- so that it points to the right. Make sure you reposition your image points accordingly.
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newt out of curiosity, how old is your ATI card? Old enough to be branded as such? I myself have an AMD card -- Radeon HD 6850, if remember correctly -- and haven't had any issues with Windows 10 drivers.
You should be relying on the "On error" condition to determine that an error has occurred, only using the ErrorMessage expression to get a description of the error.
By convention, your images should all point to the right since 0 degrees -- the default angle -- points in the same direction. I suspect that the bullet image you have currently is pointing up.
If you're referring to placing animations in folders and sub-folders, there is no difference -- it's simply for the sake of keeping your animations logically organized in the editor.
Here's a quick example that keeps the velocity consistent between the drag and drop and physics behaviors on release.
This is an inverse kinematics problem and can be solved with the law of cosines, which you can use to solve for the unknown angles.
Update your graphics drivers? I'm not having any issues.
Taser please don't create topics asking the same question.
—, global layers were introduced all the way back in r181 -- this was released almost a year ago. The manual contains information about them.
Use "Set at X" and set the value to an expression like this:
Array.At( X_INDEX ) + 1[/code:295ihsxz] Subtraction follows a similar pattern.
Member since 15 Jan, 2008