dop2000's Recent Forum Activity

  • When you spawn a family instance, family member will always be picked at random, you can't predict it.

    Why did you make them as separate objects anyway? If the only difference between bullets is their color, you can put them all in one sprite (as 3 frames or 3 animations). Then simply spawn this sprite and change its frame/animation.

  • You can do this with "overlapping at offset", but this will require some math.

    There is an easier way:

    Define an imagepoint on the platformer sprite, which is a few pixels below its bottom edge. (outside the image)

    Then you can use this event to check if platformer is on the tilting Floor or within several pixels from it:

    System-> Floor is overlapping a point (platfromer.ImagePointX(1), platfromer.ImagePointY(1))

  • Add Timer behavior to your object.

    On object created -> Object start timer "ChangeMovement" for 15 seconds (Regular)

    Object on Timer "ChangeMovement"

    ...Object: Sine compare movement is Horizontal -> Object: Sine set movement to Vertical

    ...Else -> Object: Sine set movement to Horizontal

  • Have you tried uppercase() expression?

    SpriteFont set Text to uppercase("abcd")

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  • brandonP

    The shadow itself is invisible. ShadowLight object has "Destination out" blend mode and the shadow works as a mask for FOV sprite. They both need to be on the same layer.

  • You can replace your text objects with SpriteFont.

  • Apply "Bulge" effect to all layers. Set radius=100, scale=10 or similar values.

  • You can do this with Canvas plugin

  • brandonP

    Check out this demo, I think it works pretty well:

    https://www.dropbox.com/s/4ocqw98aphmh3 ... .capx?dl=0

  • Your link was shortened, try posting it without the "https://www.dropbox.com" part

  • When adding or subtracting health, use clamp expression.

    Set health = clamp(health+1, 0, 100)

    Or if health can be greater than max, then use clamp() or min() in the formula where you calculate healthBar width.

    set healthBar width to clamp(health, 0, 100)

    or

    set healthBar width to (healthBar.ImageWidth*min(health,100)/100)

  • You can do this without families. Just move event #8 from under #6, to make it top-level event.

    Add a condition "RedBlock is NOT dragging".

    The only problem is that both overlapping redblocks will be destroyed. If you want to destroy only the dropped one, you can do something like this:

    Redblock on drag start -> Move to top of layer
    
    Redblock on Drop -> (all your other checks)
    
    Redblock is overlapping Redblock
    Redblock is NOT dragging
        Redblock pick top  -> Redblock destroy
    [/code:3l68wi0x]
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dop2000

Member since 26 May, 2016

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