dop2000's Recent Forum Activity

  • piranha305 Yeah, there are a few possible workarounds. I just don't understand why this limitation exists in the first place.

  • Ashley

    Let's say I have a function "KillEnemy" which returns a value. Why can't I just call it if I don't care about the return value? Many programming languages allow this. In C3 I can only call it from an expression, so I need to do something like "set tempVar to Functions.KillEnemy", which is pretty inconvenient and makes the event sheet difficult to read.

    Tagged:

  • Of course it doesn't work - you didn't set array width to 0, you didn't insert new record to the end of the array, you didn't delete the last record when going back..

    See this fixed project:

    dropbox.com/s/l1le3x8zp3roth9/LayoutHistory.c3p

  • Recording a history is also not too difficult. Create an empty array with width=0. On end of any layout push a new record into the array with LayoutName.

    When you need to go back to previous layout, read last layout name from the array - Array.At(Array.width-1), then delete this index.

  • 619_RM You are welcome! You think we should charge people for downloads? :) You can always buy us a coffee!

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  • Tilemap is already an array, you don't need to over-complicate things by adding another.

  • local variable tempX
    local variable tempY
    local variable tempFrame
    
    Set tempX to random(0,1000)
    Set tempY to random(0,500)
    
    // create first sprite
    System create Sprite at (tempX, tempY)
    Set tempFrame to random(Sprite.AnimationFrameCount)
    Sprite set frame to tempFrame
    
    // create second sprite
    System create Sprite at (tempX, tempY)
    Sprite set frame to tempFrame
    Sprite set Visibility = invisible
    
  • Great stuff, this can be very handy!

  • Your formula for lerp is a bit weird, you can change it to lerp(Self.X, Player.X + 2, dt) , it will work the same.

    As for the jittering, try adding "Player set x to round(self.x)" to event #4 "On stopped". I think it reduces the jittering.

  • Remove 8-direction, instead of comparing Beta and Gamma with zero, compare them with -20 and +20 ("less than -20", "greater than 20")

    This should improve the controls. But still the best solution is to determine which direction the phone is tilted most, and move the character in that direction.

  • Save layout name into the global variable in "On end of layout" event.

  • Can the Ai be done with bullet behavior or 8 dir as well for this?

    Yes, if you manually create a path through the maze for the enemy, for example with waypoint sprites.

    But if the maze is random, then you need pathfinding. If you wish, you can use pathfinding only to calculate the path, and then move enemies along this path with other behaviors - MoveTo or Bullet.

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dop2000

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