dop2000's Recent Forum Activity

  • This may not be the most efficient method, but it works

    Note: When using While like this you need to be aware of the danger of creating an infinite loop. If there is even a slight possibility that the correct x and y coordinates will never be found (say the safeRadius is too big), you should implement some way to terminate the loop. For example a counter - exit the loop if the counter reaches 100.

  • Do you always destroy a gun after firing one clip?

    Just add another condition to your "On touch end" event:

    System -> Compare two variables -> spBullet.Count=0

    You need to make sure that all bullets get destroyed eventually. You can add "Destroy outside of layout" behavior.

  • Ok, I read a few beginners tutorials on regular expressions and apparently you can parse comma-separated strings with a simple pattern like this:

    (?<=\r|\n|^)(?!\r|\n|$)(?:(?:"(?<Value>(?:[^"]|"")*)"|(?<Value>(?!")[^,\r\n]+)|"(?<OpenValue>(?:[^"]|"")*)(?=\r|\n|$)|(?<Value>))(?:,|(?=\r|\n|$)))+?(?:(?<=,)(?<Value>))?(?:\r\n|\r|\n|$)[/code:2st6x3tn]
    Easy-peasy!
  • Your link is broken.

    Try posting it without the "https://" part

  • You don't need tutorials, just run the game in Debug Mode and explore all tabs, click everything and see what happens

  • RobertoFreemano

    Just to add to Bruno's answer - when you have a problem like this, start your game in Debug mode (Ctrl-F4). You would see that the number of ball instances is 10, as they are all spawned at the same moment.

    Debug Mode is the one of the best features in C2 and everybody should use it!

  • You forgot to re-activate your Functions group on restarting, maybe some other groups too.

  • Something like this maybe?

    It can probably be done easier with regular expressions, but I don't know them that well (or in fact at all )

  • You can try bullet behavior with gravity and bounce off solids. Increase Bullet.Gravity after each collision with the floor.

    Or you can try physics.

    Or maybe some combination of sine, tween, bullet etc.

  • Save your project as a single file, upload it to dropbox (or similar service), share the link here.

  • Create a sprite "BalloonString" - a horizontal line.

    Set origin image point at its left end.

    Set position of this sprite to the player's hand and pin it to the player.

    Then do this:

    On every tick
      BalloonString -> set Width to Distance(player.x, player.y, balloon.x, balloon.y)
      BalloonString -> set Angle towards position (Balloon.x, balloon.y)
    [/code:2umjoiwu]
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  • Please share your CAPX file or at least a screenshot of your events sheet.

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dop2000

Member since 26 May, 2016

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