Von Perkele's Recent Forum Activity

  • Maybe set the variables like this:

    difficulty = int(score/100) (increases by 1 every 100 points)

    speed = difficulty*k*difficulty (k being a constant variable you choose for the speed and difficulty being the multiplier).

  • I tested that weather project. I liked the snow and tornado effects.

    Could you tell me why some of the sprites were so big? Raindrop was size 400 x 400. But you make it such a small object in the play field. Isn't it bad performance wise to resize a huge object into such small scale and then spawn so many of them?

  • dazedangels

    I don't know how tagging works :)

    You mean X, Y and Z are different obstacles?

    If you want to use a "high score" variable as a determining factor you could do it kind of like you described.

    For example:

    Set SpawnX probability to: action: highscore < 100? 0.5 : 1. (if high score is under 100, spawn 50 % of the time, otherwise 100 %).

    SpawnY probability = clamp( highscore / 1000, 0, 1). (SpawnY probability gradually increases until its 100 % at score of 1000).

    SpawnZ probability = clamp( (highscore - 300)/50, 0, 1). (SpawnZ only spawns after score of 300, probability gradually increases and has 100 % probability of spawning after score 350).

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  • Thanks,

    It will be interesting to see the card game if you finish it.

  • Ok thanks.

  • You can see from my code that the conditions set crop_ratio to crop_ratio_new as a last thing when the cropping function finishes, so the values are actually most of the time exactly the same, and only differ when the whole card cropping process is activated by setting a new crop_new value. When cards are spawned both values are also same (0).

    But your post did give me the idea so I DID find a solution to the problem that doesn't require any extra variables or other shifty weirdness. It was probably a picking issue since shifting the "for each" condition around fixes it.

    I still don't really know why exactly it didn't work the way I wanted in the first place, but I assume the whole condition needs to be checked specifically for each card. But at least now it works with minimal code and looks clean. Here's the final version:

    dropbox.com/s/2fl8n640etzsn1m/ExpandingImageTrick3.c3p

  • One more thing thou. Are probability tables treated as global objects, so you can use a table created in one layout in any other layout? And can you destroy old tables so they won't take up memory? I was thinking about creating these 3 tables at the beginning of each layout based on the specific layout conditions, but at the beginning of next layout the old tables become obsolete...

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  • Thanks. Damn again something so obvious...

  • Hi,

    Yeah that does fix the issue. I just don't understand what is causing the issue in the first place, and that's what is really annoying me. It just should work without any new conditions as it is...

  • One way to do it is having a different object or object animation frame for all weapons (or weapon + player arms holding the weapon or whatever makes most visual sense in your case) and pin that object to the player. Another way is to animate the whole player character with the different weapons.

    Or if you mean how to change animations when picking up weapon, than just set up a condition "player is overlapping weapon => change player animation (insert animation name).

    You could upload you project here if you want more specific help..

  • Two things.

    I mentioned this before. In this project you are using an image that had a size of 1280 x 400 or something. That is insanely costly performance and memory usage wise. I changed the image size to something like 90 x 300 or something. Notice there is no loss of graphical detail since it's simple pixel art? Yet it's 18 times more efficient performance and memory usage wise (yes, you can do the math: (1280*400)/(90*300)). You can simply resize smaller images in the editor to make them appear larger instead of having the actual image size be unnecessary big.

    The BG imagepoint Y is set to 0. Since it's scrolling downwards, it should change position when it reaches viewport bottom. Like this:

    dropbox.com/s/7th1i9mj88xt56u/RappyTappy.c3p

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Von Perkele

Member since 26 Mar, 2020

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