dop2000's Recent Forum Activity

  • When you create a family instance, a random family member will be created. Even if you try to load its state from JSON after that, it won't change the object type.

    Do don't use "create family", you need to create the particular object. If you are using an array to store JSONs, you can save the object name in the same array. And then use "Create by name" action.

  • That's why everyone should use Debug Mode. You could've spotted this in 2 minutes.

  • If you disabled "Set angle" in bullet properties, you can use "Set angle of motion" action to direct it at enemy. For example:

    Bullet Set Angle of motion to angle(self.x, self.y, Enemy.x, Enemy.y)

    By the way, the link in your last comment doesn't work.

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  • Here is a similar demo, maybe you could use it:

    howtoconstructdemos.com/floating-thumbstick-capx

  • This is the correct syntax:

    runtime.callFunction("prova");
    
  • Well, maybe that is the bullet you see.

    A common solution is to create a separate unused layout as a repository for sprites, and move that bullet instance there.

  • Maybe you also left a bullet instance just outside of the layout in the editor.

    Run the project in debug mode (Shift+F4) and check all bullet instances.

  • I don't see any problems with events on the screenshot.

    Does the bullet reappear from another side of the screen? You didn't add Wrap behavior to it by any chance?

    If you can't figure it out, please post your project file.

    And a unrelated problem I'm having the editor asks me if I want to create a true?false hiarchy (in several other instances as well) when I don't put in or ask for that option.

    I don't know what you mean by this. Can you make a screenshot when this happens?

  • Here is an example:

  • The link you posted will only work on your computer.

  • There are many ways to do this.

    The easiest is with Bullet and Timer behaviors. Enable the Bullet behavior on startup with angle of motion set to 270 degrees. When the pillar is hit, change the angle of motion to 90 and start a timer. On timer event change the angle of motion back to 270 degrees.

  • Is it one tilemap object or four different ones?

    If four different, you will have to make templates with the same name for every tilemap object. For example "boss_room" template for TilemapGrass, TilemapFire, FilemapWater, TilemapPoison. Then you can spawn a tilemap object by name.

    If it's a single tilemap with 4 tilesets in it, maybe you can place these tilesets at regular intervals (say every 50 tiles). Then after adding a room, loop through all tiles and update them.

    For example, if it's tile number 23 and you want it to be from the second tileset, you change it to 23+50.

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dop2000

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