miketv's Recent Forum Activity

  • It's easy to overthink this stuff.

  • If it was me? I'd add behavior Destroy Outside Layout to the sprites & then use a different method to get them back onto the screen. When you have the 200 sprites still doing stuff offscreen, the computer still has to do all the math associated with the sprites' motion AND image. That's probably what's causing the CPU usage.

  • LittleStain's "camera" idea would work. It might be the only option: just make it APPEAR to change orientation.

  • Increase the amount by which it accelerates relative to its maximum speed.

    If you add a platform mover, have a look at the difference between the acceleration and the max speed on that for an example of the ratio you'd want to use with the custom movement.

    Thanks for the input. I think I get what you're saying. I tried the Platform Mover behavior & I see the relationship between Max Speed & Acceleration, but it doesn't seem related to the Sprite sticking to the wall.

    Here's the capx to show you what I mean. Move side to side a couple of times to get a feel for it, then touch the wall. The longer you touch it, the longer you're stuck there.

    The rest of the movement is perfect....I just really need to prevent that sticking (or at least reduce it). Thanks again for any help.

  • I've got a setup with a sprite that has 2 animations: 1 faces right, 1 faces left. The sprite has a Custom Movement behavior & is bound to the layout

    When the right arrow key is Pressed, it plays the animation "FacingRight" (from the beginning).

    When the right arrow key Is Down, the sprite Accelerates 100 at 0 degrees.

    When the left arrow key is Pressed, it plays the animation "FacingLeft" (from the beginning).

    When the left arrow key Is Down, the sprite Accelerates 100 at 180 degrees.

    That's the whole thing: 4 events, 1 sprite, 2 animations, and the behaviors CustomMovement & BoundToLayout.

    Anyway, the resulting effect is that the arrow keys slide the Sprite across the layout. There's a kind of stretchiness to it, like it's being pulled by an invisible rubber band. You hit the arrow key, & it slowly builds up speed as it crosses the screen.

    I like that.

    BUT, when the sprite goes too far to one side (let's say to the right) it kind of sticks to the wall. The longer the sprite is in contact with the layout's boundary, the more time it takes for the Sprite to come back to the other side.

    Anybody know how to tighten this up? I'd still like it to feel like it's being pulled by a rubber band, but by a much thicker & stiffer rubber band. The 4 events posted above should suffice, but I can upload a capx if needed. Thanks in advance

  • miketv

    Check out the manual on Expressions to see what's possible.

    The rest is just experience and learning from others examples.

    Thanks, the manual is what I was looking for.

    I experiment nonstop with the software, & so I've got a couple dozen original titles working at any given time. I just need a firmer understanding of the syntax & a reference sheet to help me move to the next level.

  • You don't really have to learn them, everything is clickable in the object expressions popup.

    F4 if its already hidden in the events sheet.

    Not sure I follow you ... when I hit F4 it exports the project.

    How do the pros learn expressions?

  • I can tweak expressions, but I don't really know how to create them. What's the best way to learn how to write my own expressions? Is there a grammar guide I could study, or something like that?

    thanks in advance

  • you could try using blendmodes https://dl.dropboxusercontent.com/u/139 ... dmode.capx

    Thanks for the input. I think I see what you're getting at, but I don't see how it eliminates the need for me to create tons of sprites...

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  • >

    > >

    > > they spawned the breaked sprite at the same position(X, Y) of the collision.

    > > you can draw a breaked spirit at Photoshop, Inkscape and spawn it.

    > >

    >

    > That would require literally hundreds (if not thousands) of pre-drawn sprites for each image that could be cut.

    >

    I think what hes trying to say is use 2 sprites. One for a full fruit, and one for a halved fruit, then just have it set that halved sprite depending on the angle you swiped, using x,y coords. like x250,y250 to x172,y120 would create a straight angled line from A to B. I hope you find what youre looking for anyway

    I appreciate the input...but like I said in the post (& in the title), I'm looking to cut a sprite into 2 pieces WHEREVER I click/drag. The best I could do with the suggested method is to appear to cut it into previously-drawn sprites. If I click a section of the sprite that's way off to the left or something, the cut would only happen there if I had previously created 2 different sprites that would spawn & meet at that particular point. If i wanted to cut the resulting sprites, I would have had to load 2 more pre-drawn sprites that spawn & meet in the middle. The amount of artwork required grows exponentially using this method. I'm looking for something where I create ONE sprite & program it to be cut ANYWHERE.

    I'm working on some experiments using Canvas....it's a challenge, but I think I'm getting there.

  • they spawned the breaked sprite at the same position(X, Y) of the collision.

    you can draw a breaked spirit at Photoshop, Inkscape and spawn it.

    That would require literally hundreds (if not thousands) of pre-drawn sprites for each image that could be cut.

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miketv

Member since 18 Jan, 2014

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