dop2000's Recent Forum Activity

  • Again, I can't tell you which one to choose. I have both C2 and C3 licenses. I continue to use C2 because C3 still has too many bugs and issues. But I'm afraid, C2 is at the end of its life and Scirra might stop supporting it soon, so buying C2 license now is probably not a very wise decision. Also, Ashley announced that they are going to raise the price of C2 license (probably already have), as another way to promote C3.

    You can try C3 for free, with registration you'll get 100 events, which is more than enough to test it and decide if you like it or not.

    Check C3 General forum, there have been a lot of posts about the pros and cons of C3, for example:

  • When the screen is not in touch, Touch.X and Touch.Y are 0.

    If you want the sprite to turn to the touch point, do this:

    Touch Is in touch -> Sprite set angle towards position (touch.x, touch.y)

    Also, the image in the sprite (in sprite editor) should be facing right.

  • Probably because it gets restarted on every tick.

    Try adding another condition to event #19:

    Dog animation "Bark" is NOT playing

  • You might have a line break in the text (at the beginning or at the end of the string. Line breaks are not shown in debug mode.

    Add trim() expression, it will remove all linebreaks, spaces, tabs etc.

    Set text to trim(tokenat(.....

  • No... That's the same as "transpose" feature in Excel:

    https://chandoo.org/wp/2013/02/01/trans ... l-formula/

    For clockwise rotation try this:

    For x=0 to Array1.Width-1

    ...For y=0 to Array1.Height-1 -> Array2 set at

    ............X:loopindex("y")

    ............Y:((Array1.width-1)-loopindex("x")

    ............value:Array1.At(loopindex("x"), loopindex("y"))

    (This is just off the top of my head, not sure if it's correct)

  • If you move the finger outside the sangPad, dragging will be interrupted, because sangStick can't move further.

    That's why you need a separate invisible sprite that can be dragged freely.

    It's a popular trick, you can see an example here:

  • Rotation should be easy enough:

    Array2 set size to (Array.Height, Array.Width)

    For x=0 to Array.Width-1

    ...For y=0 to Array.Height-1 -> Array2 set at X:loopindex("y"), Y:loopindex("x"), value:Array1.At(loopindex("x"), loopindex("y"))

  • You can't use drag&drop on the same sprite.

    Create another (invisible) sprite with Drag&Drop behavior, say "dragSprite".

    Remove Drag&Drop behavior from the "sangStick".

    Change events to this:

    dragSprite is dragging -> set AreaAngle to angle(sangPad.X, sangPad.Y, dragSprite.X, dragSprite.Y)

    .................set AreaDistance to distance(sangPad.X, sangPad.Y, dragSprite.X, dragSprite.Y)

    The rest is the same.

    When not dragging, return both sangStick and dragSprite to sangPad posision.

  • Here is a much smaller and clearer capx demonstrating this problem:

    https://www.dropbox.com/s/017qy6lc3alz9 ... .capx?dl=0

    Blue sprites are not "pickable" for several seconds after they have been created.

  • What are you talking about?

    Sprites are displayed the way you create them, unless you change their angle on the layout, in events, or use some behaviors that can change their angle (8-direction, bullet etc.)

  • Your image is not loading.

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  • Collision checks are only performed if you have any events like "is overlapping" or "on collision" with this object. Or if you are using behaviors that rely on collision detection (solid, bullet etc.)

    Try putting several text objects on the layout and run it in debug mode, you'll see that they are generating 0 collision checks.

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dop2000

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