dop2000's Recent Forum Activity

  • Sure, you can start audio playback on collision with some sprite.

    Or compare distance(character.x, character.y, gold.x, gold.y)

    Say, if distance <500, start audio.

    If distance >600, stop audio.

  • msha91

    Oddly, I'm only getting this error in Chrome, in other browsers it works fine.

    In event 8 move "Remove all physics joints" above the "Sprite set physics disabled".

    This should fix it.

  • Thanks, Colludium !

    I'm so glad I found this post, it saved me hours of work converting all text objects to spritefonts!

    Can confirm, "Basic" option fixes the problem with Cyrillic characters.

  • You are doing something wrong, probably picking wrong set of enemy instances.

    If you change your code to something like this:

    Enemy is overlapping DetectionSprite -> Enemy set speed to 100

    else -> Enemy set speed to 10

    then only enemies overlapping DetectionSprite will get speed increase.

    You can do the same without the sprite. For example:

    System: Every 1 seconds
    System: For each Enemy
        System: Compare two values: distance(Enemy.x, Enemy.y, Player.x, Player.y)<200 -> Enemy set speed to 100
        Else -> Enemy set speed to 10
    [/code:26nq1shi]
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  • I'm not sure how positioned audio works, I thought it adjusts the volume for left and right channels (for stereo effect). But I might be wrong.

    Anyway, here is an example of how you can change volume depending on the distance between two objects:

    https://www.dropbox.com/s/th46kawcflcnp ... .capx?dl=0

  • [quote:1zukx38c]3. When player selects a category, you can choose a random animation from a comma-separated string of animations using this expression:

    animationsList = category3 // for example

    animationName = tokenat(animationsList, floor(random(tokencount(animationsList, ","))), ",")

    Is this animation list will be filled by the string variable "category3" and the tokencount will be separate this information and randomize them? Is that correct?

    animationsList is a text variable, you can fill it from Category3 variable or in the future from your DB.

    That long formula selects a random animation name from a list of names separated by commas. See tokenat() and tokencount() expressions in the manual.

    [quote:1zukx38c]

    Simple points. For example: frame 1 worth 3 points, frame 2 worth 1 point, 3 worth 7 points...

    Ok, but you will have at least 100-200 different frames. How your game will know how much points each frame worth? Where will you get this information from?

  • Fixed:

    https://www.dropbox.com/s/yueo56ie8kxo0 ... .capx?dl=0

    But do you really need physics? If the "rope" is rigid and the object is not interacting with other physics objects, then this kind of movement can be done without physics behavior:

    https://www.dropbox.com/s/05ir5z6hvxjy4 ... .capx?dl=0

  • Nice demo, Bruno!

    I added drag&drop:

    https://www.dropbox.com/s/9cdcj8omeurgs ... .capx?dl=0

    It works, however the dragging distance and speed needs to be limited, otherwise the chain can break.

    I wonder if it's possible to make an unbreakable chain?

    msha91

    I see that's not exactly what you wanted. Oh, well..

  • 2. You need to decide how you want to store these lists of categories/animations - you can read them from a text file (csv, xml etc) or load as JSON into an array or dictionary.

    Or you can simply create 6 text variables:

    category1 = "anima1,anima3,anima5"

    category2 = "anima2,anima4"

    ...

    3. When player selects a category, you can choose a random animation from a comma-separated string of animations using this expression:

    animationsList = category3 // for example

    animationName = tokenat(animationsList, floor(random(tokencount(animationsList, ","))), ",")

    Then set this animation to a sprite and choose a random frame:

    Sprite1 set animation to animationName

    Sprite1 set frame to floor(random(Sprite1.AnimationFrameCount))

    Repeat the same steps for the seconds sprite.

    4. How do you assign a value to selected frame I don't know, you need to give more information about these values. What are they? Are they different for each frame? Where are you planning to get these values from?

  • You can insert newline after 44 characters using left() and right() expressions, but what if next line of dialog needs to have newline at a different position, or two newlines?

    Here is much easier solution - mark line breaks with some unused symbol, for example "^":

    Input set Text to "The quick brown fox jumps over the lazy dog.^The quick brown fox jumps over the lazy dog.^The end."

    Then use this code to replace ^ with newlines:

    Output set Text to replace(Input.text, "^", newline)

  • https://www.dropbox.com/s/gdikt3ylg7fbb ... e.zip?dl=0

    I recommend LiteTween though, it's much better then this one.

    viewtopic.php?t=70700&start=0

  • I uploaded it to my dropbox:

    https://www.dropbox.com/s/gdikt3ylg7fbb ... e.zip?dl=0

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dop2000

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