dop2000's Recent Forum Activity

  • No, On Load Complete is triggered when you load a saved game.

    You can add a global variable "EffectIsShown". Check if EffectIsShown=0 and run that effect, after that set it to 1.

    The only problem with this method is that if you are resetting global variables when the game is restarted, this variable will be reset too. To avoid this, you can use local static variable, or an instance variable on some global object.

  • Is the Coin-Counter-Sprite located on a separate layer with 0 parallax?

    You will need to move the coin to that layer (using "Move to layer" action), adjust its position and then enable Bullet.

    Converting coordinates between layers with different parallax is a bit complicated.

    Say, if you need to move the coin from layer "Main" to layer "HUD":

    Set newX=CanvasToLayerX("HUD", LayerToCanvasX("Main", Coin.X, Coin.Y), LayerToCanvasY("Main", Coin.X, Coin.Y))

    Set newY=CanvasToLayerY("HUD", LayerToCanvasX("Main", Coin.X, Coin.Y), LayerToCanvasY("Main", Coin.X, Coin.Y))

    Coin move to layer "HUD"

    Coin set position to (newX, newY)

  • What's wrong with Bullet behavior? Disable "Set angle" in Bullet properties, set angle of motion to angle(coin.x, coin.y, destination.x, destination.y) and it should work.

    If you want a nicer looking movement with acceleration/deceleration, I recommend LiteTween or MoveTo addons:

  • You can use Keyboard.StringFromKeyCode expression. Code for A is 65, code for Z is 90.

    Or create a string variable with all letters and use mid()

    alphabet="abcdefgh...."

    to get 5th letter: mid(alphabet, 4, 1)

  • Man, your game has seriously cool graphics! Great job!

  • Holiday, I actually found that capx here on the forum.

    Thanks, R0J0hound !

    You example does work a bit faster. I have an old Android mobile phone that I use for performance testing and it's showing 45-50 fps. (about 10 fps more than with particles)

    Unfortunately, the Subtract effect is still quite slow on mobile. When I add two big gradients like that into my game, fps drops from 50-60 to 20-30...

    So I think I'll have to use particles, but lower quality.

    If I make the image smaller, significantly reduce the rate and fade out time and move them closer to the borders of the screen, the fog looks good enough and only costs 2-3 fps.

  • Wow, you must have spent a lot of time on those animations!

    I made quite a few changes, have a look:

    https://www.dropbox.com/s/jxpek2uoap2pb ... .capx?dl=0

  • System -> For each (ordered) , object: Sprite, order by: random(1)
       Sprite set animation frame to: loopindex
    [/code:1t3be6dm]
    
    Also make sure to set animation speed to 0.
  • x=0.666666666

    Set text to int(x*10)/10

  • angle(Player(0).x, Player(0).y, Player(1).x, Player(1).y)

    Or you add two temporary variables tempX, tempY, pick the first Player instance, set tempX=Player.X, tempY=Player.Y

    Then pick the second player instance and use angle(tempX, TempY, Player.x,Player.y)

    Or you can create a family with Player object, then you'll be able to pick Player and PlayerFamily in the same event and do angle(Player.x,Player.y, PlayerFamily.x, PlayerFamily.y)

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  • Ok.. If I understand you correctly, the first bullet kills the zombie. Then the zombie starts playing "Dead" animation. If you shoot again, the second bullet should fly through the zombie (not collide with it). Is this correct?

    You can disable collisions after the first bullet and disable Platform behavior for the zombie.

    Or you can check if animation "Dead" is playing on bullet collision:

    Bullet on collision with Zombie:

    and Zombie animation "Dead" NOT playing (right-click and invert this condition)

    ...Bullet destroy

    ...Zombie start "Dead" animation

    ...Zombie set collisions disabled

  • What is your native language?

    It may be easier to understand you if you use Google Translate.

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dop2000

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