lennaert's Recent Forum Activity

  • yes, the first sub of the for each should be the distance check, if the distance check doesnt pass, it shold use the actions of the else (the actions that came from the second loop)

  • what behaviour are you using for the ball ?

    If you are using bullet, you can increase max speed on every desired collision.

    event: ball on collision with player

    action: set ball bullet speed to bullet speed + 0.01 (or whatever)

    you can manipulate the behaviours speed and acceleration this way easily.

  • add event, system event ... I generally then just type the name else, and the selection narrows down to it xD

  • Manual entry

    AngleAt(index)

    AngleForID(id)

    Get the angle of motion of a specific touch in degrees by its zero-based index or unique ID. A touch must be moving across the device screen for this expression to contain a useful value.

    You can also get the angle of your swipe with Touch.AngleAt()

  • would setting for each walker as topevent above the every x seconds and removing it in the subevents work?

    nah then it would only fire once.

  • It's directly in the set angle of motion to angle(Walker.x,Walker.y,Psi.x,Psi.y) part. I wonder why that's causing so much lag.

    Put that action in the action directly after the for each loop in what I mentioned above. Will prolly solve it :)

    event:

    condition: for each

          action: set angle

    sub 1: distance check

          actions: etc

    sub 2: else

          actions: etc

  • How many active walkers do you have on one layout ?

    You are firing 2 foreach loops for them every 0.05 seconds.

    you could start by adding 2 sub events to the first for each loop, and move the distance check to the first sub. In the second sub add an else and add the actions from the second loop.

    This way you can delete one of the foreach loops with its checks, which should now get handled by the first loop "else" statement.

    event:

    condition: for each

    sub 1: distance check

          actions: etc

    sub 2: else

          actions: etc

  • <img src="https://dl.dropboxusercontent.com/u/7134196/ferret.png" border="0" />

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  • take a look in the manual for find()

    something like   find(varwithtext, "stringtolookfor")

    if stringtolookfor does not occur in varwithtext, it should get you a -1

    For every occurence, it will add 1 to the result.

    I think this is the implementation of javascripts IndexOf

    variable = "long text with some stuff"

    find(variable, "stuff")

    should give you 0

    variable = "long stuffed text with some stuff"

    find(variable, "stuff")

    should give you 1

  • :D ur welcome

    to stop the shaking, I think you should match the speed of the reverse to match the speed of the moving. Or simply disable moving all together.

    your angle of direction is stored in a variable, in most cases, you simply have to refer to the angle like player.InstanceVarWithAngle instead of player.Angle.

  • Try this behavior

    http://www.scirra.com/forum/behaviour-boids-flocking_topic61864.html

    I used it for one of my games. It works pretty well.

    Thanks for posting :D

  • creating and destroying a sprite from the same char seems a bit too much if you ask me.

    Simply add more frames to your sprite. Right click in your frames bar and import second frame/sprite.

    now you have 1 sprite, 1 animation, with 2 sprites from the same character.

    yes

    Set animation speed to 0

    instead of set animation, use set frame.

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lennaert

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