DrewMelton's Recent Forum Activity

  • I don't know if this will help or not, but you could try it.

    Instead of trying to resize the health bar, just create a new image and use that each time the health changes.

    So, you would create another sprite or something with another health bar, and set it to appear when the player gets hurt, for example.

    You'd have to set up some code to make the proper health bar visible or invisible as the situation calls for it.

    You'd have to use something like instance variables attached to the player's health to tell it which health bar to spawn.

    Ex: if health=3 then set healthbar3 to visible and rest to invisible.

    Anyway, I'm still new to C2, so I don't know if this helped or not, but hey.

  • Thanks, I got it sorted! :)

    I had to move the origin of the hitbox to the bottom-middle. Not sure what it was doing way up in the exact center. Usually I move them down.

    I guess I moved the origin points for the player, but not the hitbox.

    It's always the little things, lol.

  • Okay, so I have a couple power-ups here. One increases your size, the other decreases it. The problem I am running into is that the hitbox does not stay in the right position.

    When the height increases, the hitbox ends up a foot too low. It's the right size, just it moves down, and I can't get it back up onto the player properly. So, he ends up standing a foot off the ground.

    When the height decreases, the opposite happens. The hitbox ends up a foot too high, and he sinks in the ground.

    I have the player pinned to the hitbox at the start of the layout.

    I set the first power-up to increase scale when touched. It sets the scale of the player to 0.9 and the hitbox to 1.2. That makes them a little bigger and about the right size.

    I set the other power-up to decrease the player's scale to 0.5, and the hitbox to 0.7. It makes them smaller, as it should.

    How do I get the hitbox to be in the right position? I tried a few things with set position, pin and unpin, and whatnot, but nothing really made it move to the right position. It always ends up either a foot too high or too low.

  • Well, I fixed the save issue. I went to preferences and turned off the auto backup feature. It now saves instantly.

    I guess I'll just back it up manually from now on.

  • Also, I don't know if it's related or not, but the pop up menus sometimes don't show up until I mouse over them, and then the text appears one at a time.

    For example, in the animations window. I right click on an animation, but none of the options like "add animation," "duplicate," etc show up until I move the mouse over them.

  • I try to use easy to remember animation names for everything, but it would be handy having a list pop up in the event sheet that showed the available animation names just for reference on the screen somewhere.

  • Well, I'll play with it some this afternoon and report back if I find out what is causing it.

  • And that's what it should take.

    I mean this thing is maybe 440kb, 9.3mb memory usage, and 47 events. I just started.

    I opened another project that I did during a tutorial, and it took about 15 seconds to save.

    I need to fix this.

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  • Seriously, I need to know if it is supposed to take this long to save a project. It does this every time, no matter how small the changes are in the project. I can move a sprite one pixel over, and it will still take this long.

    I timed it to about 54 seconds, so just short of a minute. That's how long I have to wait just to save it. Naturally, this tries my patience, and I lose my train of thought.

    I just downloaded version 152 (64bit). My computer is definitely good enough to handle it. Unless there is something wrong with either my computer or C2, I don't know what to do. I save often. I'm the paranoid type. But I can't save while having to wait nearly a minute each time.

    Also, it's a small project. I don't have many tabs open. There isn't a bunch of junk running in the background either.

    Surely this is not normal. Is it?

  • That's true too. Actually, the ideal name would not contain any popular search terms where it might get lost in the shuffle. Of course, that assumes that people will search for it by its specific name. A compromise will probably have to be made somewhere though between finding a great name and a visible name.

  • Hmm, I'll give it a look. I doubt I'll like it better than C2 though.

  • It sounds like things should be okay. I'll just make sure nothing major is using that exact name, and it should be fine.

    I'm probably going to go ahead and use the name I thought of. Unless I come up with something I like better of course. :)

    It'd probably be best to worry about copyrighting or creating a trademark after the game is successful rather than worry about it now, if it's even worth it at all.

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DrewMelton

Member since 18 Oct, 2013

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