dop2000's Recent Forum Activity

  • Here is the expression for the angle/direction of momentum:

    angle(0, 0, Sprite.Physics.VelocityX, Sprite.Physics.VelocityY)

    So you can simply make particles with a narrow spray cone, and set the angle of particles object to that expression.

  • How big is the text file? I'm guessing hundreds of megabytes?

    You can try splitting it into many smaller parts. And maybe create one or several index files. So, for example, when you need data for the word "cap", you check the index file, it tells you which file contains all the details for this word (say, db0123.txt). Then you request db0123.txt with AJAX and load it into CSV.

    It may be slow, but hopefully will work.

    .

    Another (better) solution would be moving the whole thing into a MySQL database and communicating with it via PHP or JS.

    .

    By the way, you should probably compress some data in the file, storing each letter of the word in a separate column is not very efficient.

  • Note that in my capx the origin image point of the trees and player sprites is at the bottom. Also, it doesn't look like you separated trunks from the leaves, like I suggested in my previous comment.

    "Wait 0" is needed, because we have to wait 1 tick for the trees to be created, before sorting them.

    "For each ordered" because we need to cycle through all trees sorted from top to bottom.

    If all this doesn't help, please share your capx file.

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  • If there are only two weapon slots, then it's even easier, you don't need the array.

    dropbox.com/s/ho7081r4jzgcuoe/WeaponChange2.capx

  • I don't think you can do this in one "Pick by evaluate" event..

    Here is my version, may not be the most efficient, but it works:

  • I think you should use EasyStar to find path on a grid, and then some other behavior (for example MoveTo) to move from one node of the path to another.

  • You don't need events 4 and 5, as events 6 & 7 do the same and they will be executed immediately.

    Also, you don't need "For each" in event #3.

  • Simply set Sine=inactive manually for all sprites on the layout.

    Or do "On start of the layout : SteamCreator set Sine disabled"

  • Try z-sorting the trunks as it's done in my example, and move all leaves to another layer, which is above the layer with trunks and player.

  • This is one of the most popular questions here - how do you refer to two different instances of the same object in one event.

    In expression editor you can use instance IID. For example:

    Pick instance of sprite -> Sprite set animation frame to Sprite(7).AnimationFrame
    

    Where 7 is the IID of the second sprite instance.

    .

    Alternative method is to use a family. Add your sprite to a family, and then you can pick one instance of the sprite, and one instance of the family in the same event.

    Pick instance of sprite
    Pick instance of family
     -> Sprite set animation frame to Family.AnimationFrame
    
  • Here you go:

    dropbox.com/s/mvysoj0hri5w3h7/WeaponChange.capx

    Note that there is a "color" instance variable defined on the Weapon sprites. Color values should be the same as character animations.

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dop2000

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