sgn15's Recent Forum Activity

  • Any object that is set to invisible during the game itself and its only purpose is to act as enemy's sensor/detector (which is done by overlapping)

    I'm not sure which is your player in the pic and which is your enemy and what is that circle with an L in it, but I don't think you need to check your X and Y for enemy to jump. Just check if enemy overlaps the sensors (which you should put in the layout before runtime) then simulate jump.

  • facecrime

    can you paste a screenshot if ever something works for your fade?

    I might also need this in the future for my game. thanks

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  • According to description of Gamma parameter, the values are only 0 to 3, But (while in layout view in C2) I personally tried values way higher than 3 like 50, 80, 100 (this looks closer to full black).

    You can try a counter (using a global variable) that adds to itself every second and (for action) Set parameter 0 to a variable's value also (this variable's also being increased through time).

    I never tried this btw, but I checked and there seems to be no expression for effect parameters, so you can't reference "the current parameter value then add 1" as expression (as far as I know)

  • Are you talking about Gamma effect? there's just literally 1 parameter.

    I'm not sure what you meant by "variable"

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  • Use "Pick by Comparison" condition like this

    Pick OBJECT

    which

    OBJECT.UID

    =

    whatever UID of the instance you want to delete

    -> destroy OBJECT

  • If you put platform behavior for the enemy, Set Default Controls to No and Use Simulate Jump action.

    As for the condition when to jump, use invisible sensors (check if enemy overlaps sensor), then enemy jumps.

    Adjust Enemy's platform parameter Jump Strength to your preference.

    ktb

  • ScrollTo behavior has a screen shake action

    You can play around with these values in a loop:

    Layout Angle

    LayoutScale

  • Here is what I want to do (a snake made of a head and several "ball" body parts)

    Just want to ask for some tips here.

    Legend of the pic:

    numbers vertically means order of animation sequence (in game)

    numbers horizontally means order of creation (starting from head)

    First, I want to spawn the head, then head spawns first body, pin the body to head, then 1st body spawns a new body, pins it to 1st body and so on,

    1. Which pin style should I use for this? Bar or Rope ?

    2. should I save the UID of the connecting body instances to each other?

    First time doing this so I'm a little clueless. Please help. Thanks

  • if you want to detect a double tap or combo (like down-right-left combo), reset your textbox every half second (your press and combo presses are quicker than half second anyway) and delete textbox content every half second.

  • You need to use key codes

    I'm not sure what the key codes for each button is, but you can set the text or textbox to show the pressed button's key code. I have done this before.

    Textbox: Set text to Keyboard.LastKeyCode

    The string expression of key code is Keyboard.StringFromKeyCode(Key code number value)

    As for key mapping, you need to save the key codes into variables (global vars). Set the default values to default control buttons, then change the values of variables if the player changes the controls.

    Oh, I was only talking about keyboard, not sure how key mapping works in touch.

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sgn15

Member since 20 Sep, 2013

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