99Instances2Go's Recent Forum Activity

  • I think zeropad(variable,1) will help you.

  • Any difference between 'accumulating points' & 'accumulating score' ?

  • If i may add one more thing.

    When i made this example for the forum ... i noticed that it in 'debugging' runs at unbearable framerates. While it runs perfect and smooth outside the 'debugger'. I know that the code is not that optimized, its just a quick example.

    So i really think that one should not be botherd by 'debugger framerates'.

    For future reference.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74SUhZRXdVRTdZc1E

  • Okay, you did't bother to look at that example.

  • Then the suggestion i gave you is a good solution. With as less as a performance drop as possible.

    I dont think you can attach a behaviour to the keyboard object type.

    Instead, attach it to the hero. Because. Well the 'on timer' will also set the hero selected that way.

    Easy to fire from predefined imagepoints on the hero, or from whatever position, i suppose the position from where the firing is happening is linked somehow to the position of the hero.

    That is another huge plus of the timer behaviour. No probs with picking.

    I had that issue, under the circumstances as discribed.

    *** i rest my case ***

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    I am supposed to be the harsh one in here. Plz dont steal that status from me. Thank you verry much.

    Pixel, just a question. Could it be possible that you (in the previous version of your code) stored things in a differend way (differend then the current version) ?

    I had big problems whit that. I code a lot with trial and error. Now, when i use local storage, i have a 'clear local storage' mapped under a key. Call it a emergency key. And that works fine for me.

  • Make it draggeble with the behaviour.

    Event

    Sprite > condition > On Dragging

    Subevent

    Trigger Once While True

    Action

    System > create object > create sprite on x=sprite.X/ y=sprite.Y

  • Last example is not that much tough ?

  • I suppose this happens to you in the layout editor.

    Could it be that the object is 'BIG' and on top in the Z-order ?

    Could it be that you have snap on grid enabled?

    Then you have problems selecting the other objects, and when you drag it snaps to the grid.

    This is a wild guess, not the case, plz upload a capx.

    If thats the case: Change the Z-order, so that object goes to the background of the layer. Or bring it to its own layer an lock that layer.

  • That is a bit of a weird way to do this.

    When you make a 'for' loop. The system stays in that loop, till its done. Adding a wait will cause you many problems.

    Especialy when you add to the wait time.

    May i suggest to do this in a differend way. Use the timer behaviour on any object.

    Start a continue running timer with tag "loop".

    Then 'on timer "loop"' do your stuff. Add 1 to some local variable to have a loopindex.

    When that loop index has some value, stop the timer.

    If you create objects in that loop, only create them in the on timer event.

    Use a 'on creation' to do stuff with them. Because 'on creation' selects the right object after it is created.

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99Instances2Go

Member since 12 Feb, 2016

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