Psynaptik's Recent Forum Activity

  • Alternatively you could spawn the object and then in the next step destroy it if it's overlapping whatever obstacle you want it to avoid.

    i.e.

    1) Spawn object somewhere

    2) If object is overlapping obstacle => destroy object.

    You won't see this in the screen because the creation/destruction would have happened before the screen refreshes.

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  • I have a game where you point and click and an object moves to it (using a target object for my player character to move to using bullet behaviour. Player stops when it hits target until the next click is made).

    I also want to have a zoom function to gradually zoom in on the player when certain parameters are met.

    I've got both of the above working, but the only problem is that I'm finding that parts of the layout become inaccessible.

    i.e. when zoom on the layer is up to 1.5 or so, I can't get my player character to move to the top left of the layout - it's become inaccessible.

    ScrollTo behaviour is being used on the player to control the camera.

    Until I tried doing the zoom effect ,everything was working fine.

    Does anyone have ideas on how to solve this?

    Thanks for your time in advance.

  • A few issues:

    a) You're unlikely to make something as advanced as a multiplayer chat room with the free version.

    b) Why should someone take the time to teach you everything that's needed for that to work? There are many tutorials on how to do the various bits of it - go look at them first.

    c) If you write it proper English and at least spell properly or TRY then you'll find more people willing to put the time into help you.

    d) What is a 'dope *** chat room'? A chat room is a chat room surely?

  • Would putting them on different channels help? MAybe put your background music on one channel and then play sounds in the other?

    I haven't had much experience with C2 and sound, but in other programs it follows that logic.

  • That's a really complex question you're asking there. It's not an inbuilt behaviour.

    You need to make buttons, the menu panel itself and wire up the logic to do what you want.

    Start by making one button to change volume - that should be relatively simple compared to the other things you're talking about.

    Then move from that to making this other buttons, then making the menu. There are MANY tutorials to help you. Click tutorials at the top and search for something appropriate.

  • Does anyone have any info on this at all? Can't find anything in the manual which points to the tab/panel I can find them in the debugger.

  • You may find this helpful when doing the conversation/dialogue:

    http://www.chatmapper.com/

    It exports in XML for import into other programs.

  • I'm using a Grayscale and Brightness effect on my layout.

    Trying to find the actual values in the inspector (rather than the values of text indicators I'm using to track it visually in game) during debug layout.

    Where are the layout effect values hidden? Can't seem to find them!

    Cheers!

  • You can do

    When sword collides with rock >> destroy rock.

    OR

    If player presses space + is facing correct direction + rock is overlapping at offset >> destroy rock.

    For multiple rocks, you have one rock but just have multiple instances. That will be 10 copies of the same rock, behaviours, logic and all.

  • Do they have to be separate objects?

    If I was doing this (based on the details you give above, I don't know the wider context of course), then I would change animations rather than destroy/respawn object.

    If Animation1 is playing + object clicked >> change to animation2

    If animation2 is playing + object clicked >> change to animation1.

    Glad to see you've started using C2. I was a former MMF2 user and I've found C2 to be fantastic personally.

    Let me know if that helps and answers your question.

  • If you've placed them manually in the level, won't they reappear where you placed them?

  • What mist said.

    Make sure you use the search bar in the top right when looking for conditions - it can save you a lot of time.

    e.g. in this example type in 'layout' and then you are only searching for ACTIONS (not conditions as you say above) that relate to layouts.

    What you will end up with is something like

    If player collides with exit > Then goto next layout.

    ...or whatever your 'win' condition is.

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Psynaptik

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