dop2000's Recent Forum Activity

  • wizdigitech

    What if there are many boxes piled at different angles? I also need to throw them and boxes should bounce and knock off other boxes etc.. So no, I can't change their density.

    I already have a solution in place with temporary setting boxes as Immovable. It seems to be working quite well. If I have any issues with it, I always have an option of switching to ChipMonk.

  • An easier way in just one line:

    System-> Compare two values-> ((a=1 & b=2) | (a=2 & b=1)) Equals 1 : bla-bla-bla

    & means "and"

    | means "or"

    1 means "true"

    0 means "false"

  • You can definitely do this with CSV plugin:

    There are demo projects to help you get started.

  • Sprite.ImageWidth

    Sprite.ImageHeight

  • Have you tried simply multiplying SoundVolume by 1.2?

    SoundVolume changes linearly, so 20% increase would be SoundVolume*1.2

    You might want to add clamp() or min() to limit max volume.

  • There are many ways to do it - with arrays, dictionary, CSV/XML files etc.

    Here is an example where list data is stored in string variables:

    https://www.dropbox.com/s/0mp4ow4v1uipy ... .capx?dl=0

  • Glad it helped

  • There was a very similar post, where character was climbing something, at the end of the climb it was a fraction of a pixel lower than the floor level, which caused it to bounce up and jumping/falling animation was triggered for a very short time.

    It may be something similar in your case - character is either a bit higher or a bit lower than the floor at the end of the climb.

    You can add some debug output (Browser->Log) to your events to check Player1 coordinates at the end of the climb, at the beginning and end of falling/jumping animation etc. This should tell you what's going on.

    Or you can simply add a short cool-off time after the climb, something like 0.2s, during which ignore jumping/falling events.

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  • You need to share your project, because I don't know what kind of game you have in mind.

    If your laser is one continuous ray as in this example, then you should make it with many individual line sprites. Each sprite is a short line, you spawn it at each mirror, set the correct angle, and change its width to the distance to the next mirror.

  • It depends on the game.

    In a puzzle game like this you can add an instance variable reflectAngle to the mirror sprite and set its value to -90 or 90.

    When ray hits the the mirror, set ray angle to (ray.angle+mirror.reflectAngle)

    If the game is something like this one, you'll need to calculate the angle depending on the angle of the mirror sprite.

    Or if your ray is short and has Bullet behavior, simply set "Bounce of obstacles=yes"

    There are also a few plugins that can be useful:

  • Are they always linked?

    Is this situation possible?

    R=50

    G=70

    B=100

    What should happen if I move R to 55?

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dop2000

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