dop2000's Recent Forum Activity

  • You can add another variable OldLevel and do this:

    System->Compare variable-> Level not equal OldLevel
       System-> Create object .....    
       OldLevel=Level
    [/code:1x5uggcn]
  • Oh, so you manually set up the grid in editor and it's not changed during the gameplay?

    I thought your grid is randomly generated.

  • [quote:24ci50dw]If indicator overlaps with a block that's DISABLE = 1, it would get reassigned to block.FALLBACK

    What if that block is also disabled?

  • You can also set its opacity to 1 or even 0.01, and move it almost off the screen, so that just a couple of pixels of it are visible.

  • 1) I'm checking text size once but with 0.05s delay. If you remember, I mentioned earlier that you need to wait till the next tick to allow the system to render the text.

    After that I'm using Repeat 10 times to resize the bubble.

    2) I didn't understand why you had "Wizard & newline", that's why I removed it

    3) Global variable was just a quick and dirty solution.

    But yeah, you should implement something like this instead of calling a different function for every new dialog line.

    What are you going to do with the Source_text object (black text)? You are using it to measure the text, but how are you planning to hide it from the viewer?

  • I don't understand how everything is supposed to work in your project, not sure what some of the objects and variables are for...

    So I had to make quite a lot of changes, sorry. But I think it now works as you described.

    https://www.dropbox.com/s/r0i9ly9r4xrtu ... .capx?dl=0

  • Yoo-hoo!!! It works!

    Collision Point Detection Demo

    CAPX

  • Nice example!

    I didn't know you can change position/size of a sprite and then immediately test if it's overlapping another object in the same event. I thought you need to wait for the next tick.

    So using this technique I think you can find the point of collision with fairly complex shapes.

    Will need to define a few image points - one on each node of the collision polygon, where the red dots are.

    ("polygon" made with image points should be slightly larger/ slightly outside of the collision polygon)

    When collision with an asteroid is detected, take a small sprite, say 4x4 pixels, and move it from one image point to another (along the blue lines), constantly checking if it's overlapping the asteroid. Once it's overlapping, that would be your collision point!

  • Trying a different solution right now. I'd love to see your solution in a capx though <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Here you go:

    https://www.dropbox.com/s/q0na54oyhiq8r ... .capx?dl=0

    I think it works pretty well.

    EDIT:

    Except for this situation:

    It's impossible to select the two blocks in the middle.

    I think you should have the same problem if you are doing it the way you described in the first comment.

    You need to add diagonal movement - check if DOWN+RIGHT pressed simultaneously, as this would be the first thing players will try to do to reach those blocks in the middle.

  • The easiest method is to create a global variable vScore and a Sprite Font object, say ScoreText.

    After you change vScore, use this action to update your sprite font text:

    ScoreText -> Set Text to vScore

    or

    ScoreText -> Set Text to "Your score: " & vScore

    With Sprite Font you can make your text as big as you want. And if it's not enough, you can further increase it with Scale

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  • Sure, use Sprite Font. I recommend this tool for creating your sprite font:

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dop2000

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