calebbennetts's Recent Forum Activity

  • But also check that he's still on a floor, too, or he'll die any time he jumps too high and hits a ceiling.

  • You could try "On start of layout" -> "Set minimum framerate to 60." That will make the game slow down instead of dropping frames. The problem is probably with optimization, though. If you want to keep your framerate high, you need to run your game as efficiently as possible.

    Also, certain framerate issues are a peculiarity of C2 (it's still a great engine, though). You might find this section of the manual useful: https://www.scirra.com/manual/134/performance-tips

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    February 1 rolls around. 1 blurry screenshot. That's the evilest thing I can think of.

  • You can probably use the "for each" condition on the right events to make the different enemies act independently. As far as conserving memory, I don't know what specific changes you can make, but the picking conditions (pick by evaluate, pick highest/lowest, etc.) can probably help.

  • That's really fun.

  • There's a system condition called "pick by evaluate." You can choose the object type you want to pick by clicking it in the window that pops up, then use an expression like "object.variable = 1"

  • Welcome aboard!

  • I put together this example file. (Google Drive treats capx files strangely. Just click the "download" button in the top right.)

    To keep the player from running after the first tap, I put the conditions for the first and second taps as subevents of an "on D pressed" condition, separated with an "else."

    I also noticed 0.05 seconds wasn't really enough time to double-tap. I barely managed to do it with the timer set to 0.25!

  • I don't have an example, but I will say that "set speed" can be done with "set vector x," but you will have to take care of directions explicitly, and the speed won't hold if you don't also adjust the max speed.

  • Oh, yeah, I think you're right, you would need to check on multiple sides. So it would be 4 computations, not 2. But I was referring to the "compare x" and "compare y" actions that all objects have.

  • I think "distance" uses the Pythagorean Theorem, so there would be squaring and square roots involved. I'm not 100% certain, but I think it would be lighter computation to do compare X and compare Y. That would allow for collisions between rectangular objects, whereas distance would treat everything as a circle.

  • That's actually super-easy if everything you stack is the same object type or the same family. There's a system action - "sort z order."

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calebbennetts

Member since 6 Sep, 2014

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