dop2000's Recent Forum Activity

  • I suggest SVC - create an Excel spreadsheet with all animations and frames. Save as CSV, import to C2 project, load to array.

    It may look like this:

    Sprite1, Animation1, 1, 5, 7, 11, 32, 56, 18, 2, 42, 61

    Sprite1, Animation2, 7, 4, 0, 11, 32, 90, 20, 3, 61, 11

    ....

  • Not sure what you mean by "rounded angle".

    Here is a simple method - define two image points on each frame:

    Then do this:

    Cannon spawn Bullet at image point 2

    Bullet set angle to angle(Cannon.ImagePointX(1), Cannon.ImagePointY(1), Cannon.ImagePointX(2), Cannon.ImagePointX(2))

    Bullets will shoot in the direction from image point 1 to image point 2.

  • No, not possible. One container - one instance of each object.

    You need to remove the cannon object from the container and add SpaceshipUID instance variable.

    When your spaceship is created, create 2 instances of cannon and set Cannon.SpaceshipUID =Spaceship.UID for them.

    Now you can identify which cannon belongs to which ship and vice versa.

  • Sorry, it works in C2, but apparently not in C3.

    Have you tried remote preview in another browser (Firefox)?

  • Are you sure your variable is not Text type?

    This works fine for me:

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  • It's likely I won't be using tilemap anymore, so it won't be as easy as snap. I want to be able to create the walls at runtime, so the layout can be different, and the walls are automatically placed. It'll mean combining either normal sprites or tiled backgrounds with tilemap offset.

    I would still use a Tilemap (or several). You can make them invisible and put sprites over the tiles. Use tilemaps as solid obstacles for other behaviors, for collision detection, pathfinding, LoS etc. You can create different tilemap layouts and load them from JSON string for each ship. Tilemap basically works as an array, so it will make many things easier.

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  • You can turn scaling off (Fullscreen in browser: Off) in project settings.

    However, using browser's scrollbars is not recommended in games, it's better to set up your own scrolling system.

  • You mean something like this?

    set activeColor to rgb(22, 33, 44)

    Text set font color to activeColor

  • Thanks Sir. I am also thinking about this. i think this is not possible since if i double tap the system will first register a single tap and perform that action.

    Regards

    It's possible, but may not work too well.

    You can start an "average" strength jump on single tap, then wait for about 0.5 seconds and if there was no double-tap registered, make the jump higher by increasing VectorY (for example Set VectorY to Self.Platform.VectorY*1.5)

    If double-tap event was registered, decrease VectorY (Set VectorY to Self.Platform.VectorY/1.5)

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  • Now I just need to figure out how to set the destination to a grid, rather than the mouse X & Y. If I recall correctly, it's something like: X % 2) * 32... but I honestly don't remember. Will need to search around again.

    Use TileMap expressions: SnapX, SnapY, PositionToTileX, PositionToTileY, TileToPositionX, TileToPositionY

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dop2000

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