the.sand's Forum Posts

  • Hi all,

    I am trying to use this script to change a tile in my tilemap from whatever it is to tileID "123"

    const tm = runtime.objects.Tilemap.getFirstInstance();

    const player = runtime.objects.Player.getFirstInstance();

    tm.setTileAt(player.x,player.y,123)

    I thought this would be the way to script this but its not updating the tilemap.

    What am I missing here?

    Thanks in advance!

    Tagged:

  • Also my project sampling is set to "nearest" and I am not using pixel rounding. (I tried pixel rounding but it made no difference.)

  • Hi all,

    I need to use text at a small font size (8 or even smaller) and it is appearing just fine in my layout while I am working but when I run the game it blurs the text like crazy.

    Before running

    While running

    To clarify I am using a font not a sprite font. I tried a sprite font and had even more issues.

    Is there any way to prevent this from happening?

    Tagged:

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  • calminthenight InDWrekt

    Thank you both for your help!

    I will look into both solutions and see which ones works best (and which one I am able to program myself).

    Thanks again for your time and effort!

  • blackhornet

    While you're here...is there any way to enable/disable a behaviour with a function?

  • blackhornet

    Wow there is...

    Thanks you so much!

  • InDWrekt

    Thanks so much for your response!

    An array is more complex than I hoped but if it works it works!

    I will look into it.

    Thanks again!

  • El Constructorr

    I cannot even begin to express how grateful I am.

    Taking the time to look at my file and provide such a detailed and helpful response is truly selfless. Thank you so so much!

    This solved my problems AND increased performance!

    I thought I had to create and destroy the aimer...not sure why...

    Also regarding the origin point, I think you're right. I will have to update all my animations but it will be worth it in the long run.

    Again, I cannot thank you enough. Your generosity is remarkable.

    Hope you're having a wonderful day!

  • Hi all,

    I am trying to create a function that will handle a "loot drop". Essentially I would like to reuse the function and pass in which object I would like the function to spawn. The snag is that I cant pass an object into a function because it only lets me spawn a selected object, not spawn object by name.

    Has anyone found a workaround for this?

    It is REALLY frustrating.

  • My apologies El Constructorr I thought I had set the link to public.

    It's now set correctly.

    As for origin point I have been using the characters back foot as the common point throughout all the animations so it sounds like I'm on the right track.

    Really appreciate the help!

  • Nevermind... El Constructorr calminthenight

    That worked for the walk-left collisions but the walk-up collisions are still doing the same thing. Here is a link to download my game file: drive.google.com/file/d/1-oHLu9Qa7chBSLDShJnLy67L_3A4KOkg/view

    Thanks!

  • El Constructorr

    Thank you! It turns out it was the origin point that was causing the issue.

    Are there any best practices for origin point? I'm trying to keep it bottom left for all my animations but I'm not sure if that is what I should be doing.

  • Hi all,

    I am using 8 directional movement and solid objects for collision.

    I am finding that when my sprite collides with these objects they do stop, but once the arrow key is released the whole screen jumps suddenly. It's very distracting and doesn't make for a smooth game experience.

    This seems to be happening with every solid object that the player can run into.

    I've made this video to show what I am talking about: drive.google.com/file/d/1Itm8vliCIGywbGh-Z-GIEL9FQRvcJXuB/view

    Is anyone else experiencing this glitch? Is this even a glitch?

    I am not sure why this is happening...

  • Hi all,

    I am trying to create a nice character movement system and I am employing the 8 direction behaviour (only using 4-directions) to do so.

    How I have it working is when an arrow key is down, a boolean is set to true which moves the character in the corresponding direction. So "right arrow key down" sets "IsRight" to "True" and the player moves right.

    The problem is when I am holding the right arrow key, then hold down the up arrow key (while still holding the right arrow key), the player just keeps moving right because this boolean was set first.

    What I would like to do is only set the boolean of "most recent key down" to true as I think this will solve my problem. Is there a way to do this?

    (By the way I have tried setting the boolean on key-pressed but I need to set it on key-down for several reasons.)

  • sorry for the delay.

    Essentially I'm trying to inhibit the movement and other actions (such as changing the character animation) when the "NotUsingTool" is false.