shinkan's Recent Forum Activity

  • create object

    x: random(ViewportLeft(layer),ViewportRight(layer))

    y: random(ViewportTop(layer),ViewportBottom(layer))

  • effects_scale_scroll.capx

    R103.2 Win 7 64

  • 1. from manual

    2. Yes

    3. Not really - see point 1.

    4. Global object means that this object is not destroyed after going to another layout. It will still have all parameters (like instance variable). Every "not global" object is destroyed and all parameters are reset after going to another layout.

  • I especially put this in General Tools/resources section as a separate level editor.

    For CC and C2? Well, it can save entire level as *.xml file. With some event's you might be able to import it in CC or C2.

  • gmo Editor is a generic level editor for indie game developers who use Windows. It also happens to be free and open source. The editor is built to be reconfigurable, so you can set it up to work well for your game project.

    Ogmo saves your levels as XML files, which will play nice with most programming languages and engines. C# (XNA) and ActionScript3 (Flash), for example, both have superb built-in XML support.

    http://www.ogmoeditor.com/

  • I cannot reproduce that either with completely new project. It's showing up - this flickering - only in this one particular project (maybe something in the got mixed up).

    I think we may close that bug as a "strange phenomena". If I ever encounter exactly the same problem I'll let you know.

  • Did you try reinstalling C2, or maybe there's something with your system on pc You are using?

  • You can access layers by name.

    For example: System: Set layer "game" scale to 1.0

  • Should be working now.

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  • oh, nice one.

    Play it for awhile and say what do you think of it and how they improve it, been only using early version long time ago but it was quite a fun to use.

  • Playmaker or uScript?

  • I'm not the "math" guy so I probably would go easy way, and improve it on the go.

    Create 14 placeholder sprites with instance variable "number" from 1 to 14 for each sprite. Then just do simple compare.

    For objects going to inventory, would do variable "number" as well.

    If you pick up an object add 1 to variable "number" and place it in

    placeholder number 1 XY.

    If you pick up another object add 1 to variable "number" and place it in placeholder number 2 XY ...

    as I say, it's easy and rough method but should work. After you happy with that, it's time for improving :)

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shinkan

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