dop2000's Recent Forum Activity

  • So does the collision happen twice?

    You can add something like a cool-off period. If there was a collision with enemy, ignore other collisions for the next 0.5 seconds or so.

    This is not the best solution, but without a capx there is nothing else I can do.

  • You can do something like this:

    If N>=1000 then Set Text to (round(N* 10) / 10000) & "K"

  • It only worked because you are using a third party tool (rivatuner).

  • This will format the number as "1.0000"

    variable decimal=0
    Set decimal to round((number-int(number))*10000)
    Set text "txtNumber" to -> int(number) & "." & zeropad(decimal,4)
     [/code:1lytxge9]
  • Please read the previous comment, calebbennetts explained it very well.

    All you can do is skip some frames or artificially slow down the game, but it's not the same as locking fps at 30.

  • Your link is not working.

    Here is what I meant:

  • jtibbles

    I'm not sure I understand your question. Have you tried "For each YourFamilyName" loop?

    for each (FamilyName) {

    if FamilyName has reached certain destination , set some_array.At(FamilyName.xpos, FamilyName.ypos) to TRUE

    }

  • You can set Loop=No in animation and add this event:

    Sprite On Animation "foo" finished

    Character is animation "Run" playing -> Sprite start "foo" animation play from beginning

    This will restart animation only if character continues to run.

    Instead of Character is animation "Run" playing you can use "Character Platform is moving" or "Keyboard Right is down" or a similar condition.

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  • Your post is quite confusing.. So your character has Bullet behavior and on collision with other sprites (let's call them "bricks" as the term platform usually means Platform behavior) you want to change character movement direction and orientation?

    Is this correct?

    You can do something like this:

    Set "Set Angle=No" in Bullet behavior properties.

    Add events:

    Character On Collision with BrickAngle -> Character set Angle to BrickAngle.NewAngleInstanceVariable

    Character On Collision with BrickDirection -> Character set Bullet Angle of Motion to BrickDirection.NewDirectionInstanceVariable

  • I haven't tried it, but another idea would be to save the game before entering the inventory layout. On exiting inventory layout write inventory to Local Storage and load saved game. On "Load Complete" read inventory from local storage.

  • "Set angle=no"

    Enemy->Bullet->Set Angle of Motion To (angle(enemy.x, enemy.y, player.x, player.y))

  • Magistross

    I just tried "On every tick > Repeat 1000 times > compare distance" and got 60 FPS and only about 5% increase on CPU utilization.

    So unless OP wants to do this check tens of thousands times on every tick, he should be fine.

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dop2000

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