dop2000's Recent Forum Activity

  • Could you share your capx? It would be much easier to find the problem.

  • Have you tried running your project in Debug Mode (Ctrl-F4)?

    You'll be able to see what's going on - if the Line sprite gets created, which animation/frame playing and so on.

    If this doesn't help, try adding debug output. This could be a text objects somewhere on your layout. Make it big, set text wrapping=Character. Use Text->Append text to print some debug information to it. For example:

    MyDebug -> Append-> "ActiveDots:" & NumActiveDots

    or

    MyDebug -> Append-> "Line:" & Line.UID & " picked:" & Line.PickedCount

    Or you can use Browser->Log action for this.

  • Are you using Particles object? If you only need 1 particle, why not use a sprite with bullet (plus maybe fade) behavior?

    As for the 1 second delay - it must be somewhere in your events.

  • Wait, why does the first line say "Time_Fonts -> Subtract from time_font"? It should be "System->Subtract from time_font".

    This means you have two time_font variables - one global variable and one instance variable on Time_Fonts object.

    Every 1 second you are changing the instance variable, but you set your text to the global variable (which doesn't change).

    You need to decide which one you want to use and delete the other one.

  • mekonbekon

    Pretty cool, I see you only using one particle instance, this should definitely decrease the CPU utilization. However there are a couple of small issues - if you leave the asteroid in the middle of the ship, particles are spraying from image point 1.

    Also, if asteroid is half-overlapping the ship, particles are spraying only from one side of it.

    Here is my version of continuous particles:

    DEMO

    CAPX

    I added some tweaks to decrease the number of particles instances.

  • Have you read the comment above from zenox98??

    It's exactly the problem he described.

    You need to fix origin image points for all your sprites, all animations and all frames.

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  • No, you would not need a separate sprite for each weapon. You can only have 2 sprites - WeaponShop and WeaponEquipped. Each sprite will have many animations - for example WeaponShop will have "SS1", "SS2", "LS1" etc (see my screenshot above).

    Also, create an instance variable "weapon_code" on these sprites. You can create other instance variables, for example "weapon_price".

    So when you add weapons to your shop, you can pick several weapon codes from the CSV. (on random, or all available for this level or using some other criteria).

    For each weapon code you create an instance of your sprite and assign WeaponShop.weapon_code=(code from CSV), WeaponShop.weapon_price=(price from CSV). And set animation, also retrieved from CSV.

    Now you have a bunch of WeaponShop sprite instances which you can display in the shop.

    When player clicks (or overlaps) any of them, you can easily get weapon code and price from sprite instance variables. And if needed, you can retrieve other data from the CSV.

    You can do all this with only a dozen or so events and sell hundreds of weapons in your shops

  • Ok, second attempt.

    http://doptrix.com/C2/BouncingParticles3/

    capx

  • [quote:7xbijjzs] Pin this to the base sprite's position only so it will move on the "horizontal" plane with the base sprite, and set up its own random vertical bullet behavior for the "height".

    oosyrag, Do you need Pin+ behavior for this?

    It's a nice solution, I tried to make something similar, only without the invisible base sprite.

    That base sprite speed needs to be different depending on its angle of motion. The closer angle is to vertical, the slower it should move.

  • In theory, the "On error" event should be triggered.

  • Thanks oosyrag !

    I wonder if it's possible to somehow corrupt the local storage to see what kind of error message I'll get in C2.

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dop2000

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