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  • If you want to save this in a string variable:

    New action -> System -> Set variable -> ...

    If you have a text object on your layout and want it to display this number:

    New action -> myText -> Set text -> .....

  • So you need to convert a number to string with 2 decimal points?

    My method is a bit messy:

    d=round((myVar-int(myVar))*100)

    s=int(myVar) & "." & zeropad(d, 2)

    Or the same in one expression:

    Set s to int(myVar) & "." & zeropad(round((myVar-int(myVar))*100), 2)

    Maybe there is an easier way..

  • divyach

    In C2 click New project, select Template: Infinite jumping.

    Add layer "Background" below "Game" layer.

    Add a sprite to the Background layer.

    Set "parallax=20,20" in "Background" layer properties.

    Set "Transparent=Yes" in "Game" layer properties.

    You will only need to add scrolling down when the player is falling.

  • bump...

  • You don't need hundreds of sprites, you only need one TileMap.

    It's not straightforward, but doable. Create different tiles for different situations -

    1. dug (or digged ) tile and no other dug tiles around

    2. dug tile and one dug tile next to it

    3. dug tile and two dug tile next to it - on right and below

    4. dug tile and two dug tile next to it - on left and right

    5. dug tile and three dug tile next to it

    6. dug tile and all tiles around also dug

    7. grass tile

    You can use these 7 tile types to form any kind of landscape.

    When player digs a tile, check the state of neighboring tiles and select the correct tile type. Rotate it if required.

    Then update the neighboring tiles the same way.

  • The or event picks 4 instances because all 4 instances meet the logic. Right?

    Yes, but the parent "compare instance variable" event picked only 1 instance. So the sub-event should not pick more than 1.

    Also, changing the order of conditions in Or-block should never affect the result! It's against the binary logic.

  • Did some more testing. This only happens with Or-blocks, and the order of conditions matters!

    "Sprite.a=1 or Sprite.c=1" picks 1 instance.

    "Sprite.c=1 or Sprite.a=1" picks 4 instances.

    So I'm 99% sure this is a bug.

  • newt, Sorry, I still don't understand.. This kind of ruins my whole system of belief in how C2 picking works. And it can potentially mean lots of hard to detect bugs in my games...

    Is there a tutorial or something that explains differences between "normal" and system picking?

    How can you explain this?

    System Pick Sprite with c=1    // System picking - only one instance is picked
       
        Sprite.c=1     // This is "normal" picking, right?
                       // picks just one instance
    
              Sprite.a=1   // If I put Or-block into a sub-sub-event under "normal" picking sub-event, 
              or           // it still incorrectly picks 4 instances!
              Sprite.b=1    
    [/code:e6fk0rs9]
    Here is the updated capx:
    [url=https://www.dropbox.com/s/jyc2ctj1hlqh3oo/Picking_Bug2.capx?dl=0]https://www.dropbox.com/s/jyc2ctj1hlqh3 ... .capx?dl=0[/url]
  • If the path is not a straight line, then yes, it would probably be easier to use physics.

    If you don't want to deal with the wheel rotation, friction, revolution joints etc., you can use an invisible sprite with physics behavior. Push it downhill and then on every tick set your cart to that sprite position and angle.

  • You can put a small invisible sprite inside the cart. When player is in collision with this sprite, start moving the cart.

    You can also disable player's controls while the cart is moving and pin player to it.

  • minigame This is strange. Could you share your capx?

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dop2000

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