dop2000's Recent Forum Activity

  • Check if you have "Simplified interface" enabled in program settings and disable it.

    I don't understand why Particles is considered an advanced feature, but it's indeed hidden when you use the simplified interface.

  • Since you have all snake parts as separate objects, you need to add them to a container. Then in the "SnakeHead On Created" event all its parts will be picked automatically, and pinned correctly to each other.

    You may need to add "For each SnakeHead" to your event #4

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  • When you create a family instance, a random family member will be created. So if you need to spawn a specific letter (not random), then this won't work. I suggest adding all letters into a single sprite as animations.

    Or you can create letters using "Create Object By Name" action.

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  • What exactly is the problem? You can try something like this:

    Every 0.3s
    Player Is Moving 
    ... Player Spawn Dust at imagepoint "feet"
    

    You'll have to add "feet" image point to all frames of player animation of course.

  • You can also look at timelines.

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  • I find myself using JSON object more and more often, even convert existing arrays (like inventory) to JSON. It's much more flexible than arrays, if you organize its structure right you can access any data with ease, without having to iterate through its values. For example, it can be something like JSON.Get("abilities.attack.strength_modifier")

  • It's not an ideal solution, but you can create several ball objects - ball1, ball2, ball3 - and add them to a family. Configure all behaviors and instance variables on the family level, and use the family in all events.

    You should be able to disable collision for each ball then.

  • It's better to disable physics collisions with the platform object, but keep the Physics behavior enabled.

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