dop2000's Recent Forum Activity

  • It's a simple mistake - in your event #18 you have right_o="right"

    should be direction="right"

    There is a better way to do this, without recursive function call:

    Loopindex<50 condition is used to prevent infinite loops.

  • Arrays start at 0, so your loop should be "For x=0 to 70"

    Inside this loop you can either use:

    myArray-> Compare at XY (X=loopindex, Y=0) equals vNone

    or you can use:

    System->Compare two values: myArray.at(loopindex, 0) equals vNone

  • Check the position of Origin image point in all animations and all frames.

  • If you just need to draw lines and nothing else, you can do this without the canvas.

    Use a Tiled Background object (say, 2x2 pixels), stretch it and rotate.

    For example:

    on first click - create TiledBackground at (mouse.x, mouse.y)

    on second click - set TiledBackground width to distance (self.x, self.y, mouse.x, mouse.y),

    set angle towards (mouse.x, mouse.y)

  • Physics should not be used together with non-physics behaviors like Solid or Car.

    You need to remove those behaviors and move your cars using physics actions (like Apply force or impulse).

  • Create a family with this sprite.

    You will be able to pick to one sprite instance and one family instance in the same event and then create a physics joint between them.

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  • Add an invisible tilemap.

    Set Obstacles:Custom and add tilemap as an obstacle for pathfinding.

    Set tiles where the white and red space is on your screenshots.

    I made something similar for another post:

    For situations when you click on the white space, you should use "Path: Pick nearest to Touch.X, Touch.Y" and then find path to that picked Path sprite.

    Also, see this addon:

  • Collision checks will not work here. You need to check tile at hero position:

    On every tick

    Compare tile at PositionToTileX(Hero.x) , PositionToTileY(Hero.y)

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  • There is a capx is in that link I posted above.

    But you'll need to experiment with effects and blend modes to make it work like on your screenshot.

    If you don't need this cone of light to be blocked by obstacles (walls, trees), then you can remove the ShadowLight object and it all can be done much easier:

    create a new layer, set black color, opacity=60, transparent=no.

    create a white sprite (triangle) on this layer.

    apply an effect to the layer, for example Multiply.

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dop2000

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