99Instances2Go's Recent Forum Activity

  • Based on Browser.ScreenWidth en Browser.ScreenHeight ?

  • I appologize 4 sounding so harsh. But sometimes you need someone who kicks a little.

    Plz test this CAPX trough. I might have forgotten something.

    You will notice (i hope you do) 3 importand things.

    https://www.dropbox.com/s/jpfmgdz554mr5 ... .capx?dl=0

    1/ Changing direction, velocity and all that stuff must happen inmediatly, and must be able to happen fast. The animations can only happen only once when there is a change in the situation. Thats is why you cant change animations and those other things in the same event. They have a totaly differend ritme. Hence, animations get there own dedicated events.

    2/ Each animation (when its top event aint a trigger) has a 'once while true'.

    3/ Each animation has only ONE event to get it started. No where else in the whole event-sheet an animation has another event that starts it. As you see that is possible using 'else' statements. Those else statements also make it a dang sure thing that there is only ONE animation (out of differend) started in whole that event block. You see ?

    There are things i dont know. Can it attack while gliding ? I supposed it can. But, this must be easy to change for you now. Because you see ALL animations grouped thogher in a big hug.

    I plain love the way how you make it glide, that i learned from you.

  • There is something as the 'aspect ratio'. Width/Height (in pixels). Yes.

    But there is also a thing thats called 'Non-square pixels'.

    Look up the screen resolution in pixels. Calculate the aspect ratio. I suppose that is 640px x 1136px ?

    Take a ruler. Measure screen. Calculate the aspect ratio. If they are not the same, the device has 'Non-square pixels'.

    I think you problem is there somewhere. Latest Android is using 'dips' as a unit, in stead of 'square pixels'. It means Density-independent Pixels. And thats ALL i know. Wich is, i know, not that mutch.

    A bit to lazy to read all this too, sorry.

    https://developer.android.com/guide/pra ... pport.html

    gl.

  • clamp((1100 - distance(x,y,x,y)),0,100)

    distance = 1100 > 1100 - 1100 = 0

    distance = 1000 > 1100 - 1000 = 100

    distance = 2000 > 1100 - 2000 = -900 > clambed on 0

    distance = 500 > 1100 - 500 = 600 > clambed on 100

    distance = 1050 > 1100 - 1050 = 50

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  • Serious ?

    Gdit. So verry sorry i made that dumb mistake.

  • In the same tick ....

    19 sets the attack1 animation.

    25 sets the attack1 animation.

    28 sets the attack1 animation.

    At least 2 of those 3 is true, mostly all 3. And they stay true for quite some time.

    So, the animation gets started several times in 1 tick for a lot of ticks in a row.

    Result: the animation starts to playing and never gets passed frame 1.

    Because, before it ever gets to frame 2, its is commanded to start from beginning (frame 1) again.

    And again, and again, and again, and again.

    I would like to see the tutorial, i do not beleive it makes the same mistakes.

    Even if you solve this one thing, the code stays a mess. I expect it to be the same mess in the player movement section.

    I suppose 'fly', 'idle' and 'run' also get started in that section. Meaning without a capx, this is not solvable.

    Excuse me the harsh words, but i suggest: Start over. And use 'Trigger once while true' when needed.

  • Interresting that you still have kinda all versions.

  • OH, you mean with a big blue sprite ?

    https://www.dropbox.com/s/8gl12t9f0mg9p ... .capx?dl=0

    Works.

  • Ok.

    https://www.dropbox.com/s/s280t6d48b00z ... .capx?dl=0

    Layer opacity = zero. Buttons shows. No opacity for button.

    And now ?

  • Ofcourse you cant set the opacity of a button. Not even with the opacity of its layer.

    Maybe in CSS, that i dont know.

    Again.

    Use a big blue Sprite.

    Add Mouse object.

    Mouse > Condition > On object clicked

    Invisible Buttons indeed do not work.

  • I am not the computer i made it with. As i recall. There is a path layed out in the layout. Your question was, how do i writes those steps down in an array. So far you are with me. After that i destroyed all the footsteps, so they dont occupy memory, and its not needed to do complicated pickactions to find that one footstep.

    So, now they ONLY exist in the array. Thats the real meaning of the array. At this point there are no steps in the field (steps.count=0-

    Then, when there are no steps in the field (steps.count = 0), its creates a step with the first values of the array, AND it deletes that first value of the array. So the next step in the array becomes the first step, ready for the next move. Now steps.count = 1 (one step in the field), so this condition will not be true as long as that step exists.

    When the player arrives on the destination of a step (pathfinding arrived) , that step gets destoyed. Now steps.count is a again zero. Now it starts all over. And it creates a new step according the array.

    Thats a perfect and very very easy flow. No variables for a state, no extra checking conditions.

    And, dont forget, because i destroyd all steps, and because it works with just one step, no complicated conditions to pick the next step out of to many.

  • Easy to say, but just try man. It's a glitch mess, the sound just doesn't change or diminish and then after a certain distance just explodes my eardrums for no reason ... It's depressing ..

    Eh explodes ? Plz explain ?

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99Instances2Go

Member since 12 Feb, 2016

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