dop2000's Recent Forum Activity

  • You can make a hierarchy, adding each new sandwich layer as a child to the previous layer. Like a chain.

    Then when you drag any of them, all objects above (all children) will be dragged too.

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  • C3 works with individual frames and animations, not spritesheets. When the game is exported, it will convert all images to spritesheets automatically.

  • Like I said, when a character with Platform behavior collides with with the ground, you can assume the collision point is at the bottom of the sprite.

    But for other scenarios there is no easy way to detect the point of collision between two objects.

    You can add several image points on the sprite A perimeter. And on collision with sprite B check which of these points overlap sprite B. (use System Pick Overlapping Point condition)

    Check out this demo, but note that it's pretty outdated:

    howtoconstructdemos.com/detecting-the-exact-point-of-collision-between-two-large-objects-capx

  • It depends on how you designed your game. You can put all sprites with countries on the layout, outside of the visible area. Pick two random sprites and display their animation names as wrong answers. Destroy those sprites.

    Then pick one random sprite, move it to the visible area and display its animation as the right answer.

    .

    Or if you have an array with all country names, display three random names. Then pick one of them at random (correct answer) and set the sprite animation to it.

  • Bl4ckSh33p Check out the pathfinding examples. Recent changes in the Pathfinding behavior allow to spread instances out and prevent them from overlapping.

  • Assuming that each item in the file is in a new line:

  • Not sure what your question is. You can save these coordinates to variables (global or local or instance).

    With Platform behavior the collision point will always be at the bottom of the sprite. You can add an image point there and use Character.ImagePointX("name"), Character.ImagePointY("name") expressions.

    Or set the origin image point at the bottom and simply use Character.X, Character.Y

  • Store the random value in a variable.

    Set randomAnim to choose("1", "2", "3")
    Country set animation to randomAnim
    Flag set animation to randomAnim
    

    It may be better to name the animations properly, by country name.

  • Are you using timelines? I'm guessing the problem is with one of those.

    If you have an older version of the project which works, you can try copying the files in Timelines folder from it to the current project.

  • Another (possibly better) option is to enable/disable Drag and Drop behavior when playerInputIsOn variable is changed.

  • Place both objects on a separate layer.

    Set "Force own texture=on" in layer properties.

    Check the "Blend modes" example in C3 to see how it's configured.

  • Put that sprite on a separate layer and enable "Use own textures" on the layer.

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dop2000

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