oosyrag's Recent Forum Activity

  • You can make it global, so it doesn't get destroyed when changing layouts (hide it somewhere or make it invisible).

    Or you can store the data in a global object like an array or dictionary, or use global variables.

  • Not sure exactly what you're trying to do, but you can use an array that's tied to the dictionary in a container to store sets of values, and array data can be retrieved as json. Or, you would simply just use keys within the dictionary, considering the dictionary itself is a data storage object to begin with...

  • Could be a scaling/rounding issue.

    I recommend using a tiled background.

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  • Set layout scale based on distance from the camera object location to the farthest player.

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  • I think this issue isn't exactly split screen.

    Just have a zoomed state on the tv, in which your controls switch over to the tv and zoom in (layerscale, scroll to).

  • I don't think many people actually draw in the animation editor?

    It resizes to the size of the image you import.

  • Are you running an event on the text every tick? The text object is expensive to update, so only make changes as necessary.

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  • Request a project file with AJAX plugin.

    Ajax 'On completed' condition (or 'wait for previous action to complete' action), dictionary load ajax.lastdata.

  • Function:

    TileAtOffset(x0,y0,dx,dy)

    Return Tilemap.tileat(tilemap.positiontotilex(x0)+dx,tilemap.positiontotiley(y0)+dy)

    Where x0 and y0 are your original coordinates in pixels (mouse.x,y or player.x,y) and dx and dy is the offset in tile index, which can be any integer -1, 0, 1, 2, ect.

  • tilemap.tileat(positiontotilex(player.x),position.tiley(player.y)) will get you the tile id at the player's current position.

    If you change that to positiontotilex(player.x)+1 or -1, that will get you right and left, while positiontotileY(player.y)+1 and -1 get you below and above (I think? if tiles increment right and down).

    Check the tile contents on key pressed, before moving. If it's a valid move, then move, otherwise, do whatever else.

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oosyrag

Member since 20 Feb, 2013

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