dop2000's Recent Forum Activity

  • My time zone is AEST - 10 hours ahead of UTC

  • Perhaps something to do with time zones?

  • Try this:

    -> OffScreenMouse: Set position to (lerp(SmallScreen2.BBoxRight, SmallScreen2.BBoxLeft, unlerp(SmallScreen.BBoxTop, SmallScreen.BBoxBottom, LayerToLayerY(OnscreenMouse.LayerName, SmallScreen.LayerName, OnscreenMouse.X, OnscreenMouse.Y))), lerp(SmallScreen2.BBoxTop, SmallScreen2.BBoxBottom, unlerp(SmallScreen.BBoxLeft, SmallScreen.BBoxRight, LayerToLayerX(OnscreenMouse.LayerName, SmallScreen.LayerName, OnscreenMouse.X, OnscreenMouse.Y))))

    {"is-c3-clipboard-data":true,"type":"actions","items":[{"id":"set-position","objectClass":"OffScreenMouse","parameters":{"x":"lerp(SmallScreen2.BBoxRight, SmallScreen2.BBoxLeft, unlerp(SmallScreen.BBoxTop, SmallScreen.BBoxBottom, LayerToLayerY(OnscreenMouse.LayerName, SmallScreen.LayerName, OnscreenMouse.X, OnscreenMouse.Y)))","y":"lerp(SmallScreen2.BBoxTop, SmallScreen2.BBoxBottom, unlerp(SmallScreen.BBoxLeft, SmallScreen.BBoxRight, LayerToLayerX(OnscreenMouse.LayerName, SmallScreen.LayerName, OnscreenMouse.X, OnscreenMouse.Y)))"}}]}
    
  • I keep telling you to use the hierarchy. Pin behavior is basically deprecated.

  • Use the same approach:

    if any arrow key is down -> set running animation.
    
    if none of the arrow key is down 
    AND none of the on-screen buttons is touched -> set idle animation.
    
    
  • You still didn't remove the HP addon..

    Anyway, you need to use multiple animations, not stopping/starting a single animation.

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  • Simply add another condition checking for the right wall object. For example:

    Player has wall on the right
    Player is overlapping WallSprite at offset (+4, 0)
    
  • I would also use a tween, just tweak the values until it looks nice.

    That lerp formula you have is not correct, you need to use delta-time. I advise using another tween for returning to the barracks.

    And, like I said in the previous post - attach sprites with hierarchy instead of Pin. Then you will only need to tween the parent sprite, the gun will scale automatically. You can even spawn the entire hierarchy with one action.

    dropbox.com/scl/fi/hnl18lox5bea53q7p919j/Hierarchy_demo.c3p

  • It now says "File is in owner's trash"

  • The Turret behavior is mostly intended for top-down games. In a platformer, especially if you’re only shooting left and right and there are no flying enemies, you usually don’t need it.

    My advice: don’t use the Turret behavior. Pick the nearest enemy and spawn a bullet in its direction.

    If you really want to use the Turret behavior, create an invisible sprite just for it. This way, you can combine the character and the gun in one sprite and mirror them easily.

    Also, use hierarchy instead of the Pin behavior — child objects in a hierarchy will automatically mirror when the parent sprite is mirrored.

  • So what is your question about - calculating the stars, displaying them?

    Record the number of correct answers. (correct/total)*100 gives you the percentage of correct answers. Then you can decide how many stars to give, say 3 stars for 100%, 2 stars for ≥50% or 1 star if <50%

  • Please bundle all addons.

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dop2000

Member since 26 May, 2016

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