oosyrag's Recent Forum Activity

  • This could possibly be an interesting feature suggestion.

    A stop loop action except that instead of terminating the loop, it will complete anything that remains in the following tick.

    Edit: Also gives me an idea for a different approach.

    Progress=/=TotalIterations

    For "loop" from Progress to TotalIterations

    -> Do x

    -> Set Progress to loopindex.

    -> Stop loop based on desired trigger

    The following tick the loop will run again, starting at wherever you left off when you stopped the loop

  • For long loops with progress indication, I use nested for loop with a progress/iteration counter.

    Every tick if 0<"progress"<=100, add 1 to progress

    > For "loop" from totaloperations/100*(progress-1) to totaloperations/100*progress

    This will start running by setting progress to 1. 100 is an arbitrary number for how many steps/ticks you want to divide your operation for. My main application of this is for parsing, where totaloperations is the tokencount of what I want to parse.

  • Your idea would work.

  • Off the top of my head change the "Set angle" property to "Yes" and/or use the Object-Bullet Behavior "Set angle of motion" action instead of Object "Set angle" action.

  • The key to what plinkie said was the "grab state". Basically when the player is in the hanging state, he will move by different rules/events than normal. You'll need to set these up yourself. Disable the normal movement events, which is probably the platform bvehavior, then create events for what do you want to happen with each input individually.

    Layouts and rooms are two completely different concepts.

    Leaving a layout does not mean you leave the room.

    You can stay connected to multiplayer signalling rooms while changing layouts per client. Sync just doesn't work when you're on a different layout than the host.

  • To sync an input value, you usually want to use the "Add client input value" and "Set client state" actions. This is one way to the host.

    "Sync object" is generally used to update peers with information regarding position and creation and deletion of objects on the host. You can optionally also choose instance variables to sync with the "Sync instance variable" action. Again this is one way - peers will sync with a change on the host.

    Peers should not change their objects to send to the host, as you describe. Peers send their inputs to the host, who makes the change on the proper object based on the peer input. That object then gets synced with all the peers.

  • Use a set of subevents. Pin to object is an action, so set up events for each condition and pin type you want.

    If spawning object instance variable is a, then pin to object with x mode.

    If spawning object instance variable is b, then pin to object with y mode.

    You should be able to reuse a room name if the host leaves.

  • I don't recognize anything in particular from your screenshot that would cause problems.

    The request fullscreen might not work without user input.

    What exactly was the logged problem/error message?

    Have you tried starting from a fresh project using the C3 runtime then recreating your evevnts and see if you still have issues?

  • I believe multiple objects would be better. Rather than using dots, I would use either rectangles along the edge of your circular area or triangular sections to cover the entire circular area.

    Like so: mathcentral.uregina.ca/QQ/database/QQ.09.02/marilynn1.1.gif

    The more triangles you have, the better the resolution.

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  • Manually as in do whatever you can using align and distribute after choosing the size and number of dots you have, then repositioning to fit curves ect.

    Even the example you gave, it is immediately obvious they also did it by hand, considering where concessions had to be made such as lining up the curve in B, the different spacings for E and F, and the different dot sizes in the I.

    Sometimes there is no easy way out, and even in this case doing the dots for just 26 letters is not really much work.

    Your method of using a patterened line is fine, but you'll just have to handle the line junctions smartly yourself.

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oosyrag

Member since 20 Feb, 2013

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