Bump plus!
Bumpy!
Bumping bump
Bump
Take a look in this capx: https://1drv.ms/u/s!Ai2wcz1Xix0ygbw-Kut8SzIyAucWVA
It contains pretty much what I need, but I want more control in the camera movement amount. I don't want the camera to move that far away from the middle of the screen when the mouse is on the screen borders.
Any tips?
Zathan you probably want to change the set BarMask width event to say: lerp(Self.Width,(100-Water)*150/100,3*dt) that reverses it...
Zathan
you probably want to change the set BarMask width event to say: lerp(Self.Width,(100-Water)*150/100,3*dt)
that reverses it...
That's it!
Thank you very much.
Unfortunately, you'll have to see the capx to help me
The bar isn't just a rectangle, it have rounded corners. so I needed to use 3 sprites: bar fill, bar border and bar mask.
Take a look in this capx:
https://1drv.ms/u/s!Ai2wcz1Xix0ygbw7xNGmm8X0uwb0-w
That's exactly the result I want, but inverted. When the bar is empty, the 'water variable' must be 0, not 100. I tried to just make a different blend mode, to invert the mask effect, but without success :\</p>
Zathan Have you tried to make it a 1 to 1 relation like this ? https://www.dropbox.com/s/l4ymw0h7f0g05 ... .capx?dl=0
Have you tried to make it a 1 to 1 relation like this ?
https://www.dropbox.com/s/l4ymw0h7f0g05 ... .capx?dl=0
Thank you for the example!
But, why did you take the litetween away? My doubt is about the functionality of it. Folks say that if I put negative values it works, but I couldn't achieve this in the capx. What is wrong in my logic?
There's a good post and response here : 5. This is also very simple. Just export from C2 and upload the whole folder to your Steamworks folder and then everyone will get the update if you choose to make it public. You can in this step also just publish it in secret to your testers first. Savedata can be handled by cloud save easily or just locally. It will not be lost if you update the game even if it is in the game folder.
There's a good post and response here :
5. This is also very simple. Just export from C2 and upload the whole folder to your Steamworks folder and then everyone will get the update if you choose to make it public. You can in this step also just publish it in secret to your testers first. Savedata can be handled by cloud save easily or just locally. It will not be lost if you update the game even if it is in the game folder.
Awesome! Thank you.
What's the best way to do this?
And what about the player save files? it still work's after the update, right?
I'm using local storage in my project.
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Zathan just use the minus ( - ) before your angle number for a counter clockwise.
Thank you for the answer!
Unfortunately, I think it's not that simple <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">
Please, take a look in this capx: https://1drv.ms/u/s!Ai2wcz1Xix0ygbwxXankv4EdwEhpsg
Seem like, randomly, the angles mix themselves when the square jumps. When it do walljumps too.. I've tried various combinations in the tween values.
Member since 1 Jul, 2012