oosyrag's Recent Forum Activity

  • To take advantage of the built in sort expression, you'll need the category to be sorted by as your first x row. The simplest way to do this is to have a second array for sorted results. Whenever you need to display sorted information, copy the original array to the sorter array with the sorting category as your first row, then sort.

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  • You are using wait incorrectly. Wait will not keep the event from running every tick, it just delays the action.

    Also, you will probably need to add "else" to the second event, to make a proper toggle.

  • Making a quick assumption - You're positioning your sprite at 0, 0 and you see part of it off the layout. By default, the center of the sprite is the origin point, so you are moving the center of the sprite to 0, 0.

    To move it to the top left, go into the sprite editor and change the "origin" imagepoint to 0,0.

    If that't not it, a screenshot or capx might describe your problem more clearly.

  • round(money*100000000)/100000000

  • Another option would be to request an addon. I don't see any reason an "enhanced bullet" behavior can't be created, with one of the described additional functionalities built in. Besides the fact that someone actually has to do the work of course. It would probably involve adding a raycasting function to the bullet movement behavior that could return an expression with the collision point. This may be significantly more resource intensive than the original bullet behavior though.

    On the other hand, when people try to design with bullets travelling so fast I generally feel its safe to recommend using a raycasting bullet system to begin with, and not use the included bullet behavior.

    IMO, I always felt bullet was a bit of a misleading name to begin with, as it ends up being useful for so many things that are not "bullets". Maybe "Linear Motion" or "Projectile"? Guess it's not that important.

  • Set Value to max(0.00000001,newValue).

  • You'll need to set up a few variables.

    Moves remaining, and move cost for each tile.

    Create an "available move" (blue tile) at the origin, with the movesRemaining instance variable.

    For each tile around it, create a new available move IF the moveCost is less than or equal to movesRemaining. Then subtract the moveCost from the origin tile's movesRemaining value to set the new move tile's movesRemaining.

    Repeat again for each new set of tiles until no new tiles are created (all have 0 movesRemaining). In the event of any overlaps, keep only the instance with the highest movesRemaining.

    You can use a flag/toggle to keep track of which tile has "spawned" movement tiles already to make it more efficient.

  • An example I made in the past - https://www.dropbox.com/s/av6kbtg32idgj ... .capx?dl=0

    Let me know if you have any specific questions.

  • Option 1 - Manually set both sprites to the proper size.

    Option 2 - Create imagepoints where your collision polygon vertices are. You can refer to these imagepoints' positions, and get the difference between two of them to calculate a width and a height value.

    Option 3 - Like option 1, but in case of dynamic sizes you can set the smaller Sprite2 to a percentage of Sprite1's width and height.

  • First, it may help if you specify what platform you are designing your game for.

    Then pick a service you want to use for your online backend, like facebook, google, gamecenter, scirra arcade, ect.

    Then you can find a specific tutorial for that system.

  • Import your text file as a project file. https://www.scirra.com/manual/141/files

    You can access it via the AJAX object (https://www.scirra.com/manual/107/ajax) and use the tokenat() expression to parse out your text. newline often serves well as a token separator.

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oosyrag

Member since 20 Feb, 2013

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