mrtumbles's Recent Forum Activity

  • High school math class: the hypotenuse is equal to the square root of the sum of the squares of the two opposite sides. Speed being a direct derivative of distance, we can surmise that the same is true for speed also. Therefore:

    Speed = sqrt( ( VelocityX^2 ) + ( VelocityY^2 ) )

    [ Edit: in honesty I had to Google this, but did so by Googling 'converting two vectors to velocity' - which is as embarrassing for me as it should be for you ]

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  • I can't look at the capx right now cos I'm on my phone (hey, C3 will solve this problem! Neato.) but I've done this by spawning a load of scrolling anchors on start. Give each one an 'active' boolean variable. Pick the nearest anchor to the player. If its anchor.active is 'false' then set all anchor.active to 'false', and set the nearest one to 'true'. Set scrolling to always scroll to the active anchor. If you want it to scroll, add an extra object with a scrollto behaviour, and have that always move to the active anchor's location. Nice and simple since it only requires a few events.

  • Is this a global variable, a local variable, or an instance variable? When you say in the wrong layout, do you mean the wrong event sheet? Even better, do you have a capx you can share to help get a better picture of what the problem is?

  • Hey guys, I followed this ( https://www.scirra.com/tutorials/5005/m ... ing-lights ) brilliant tutorial by Ashley to add multiple shadowlights. It works perfectly, even with cones of vision! However, what I was hoping to do was have the 'unseen' areas represented in grayscale, as in Monaco (What's Yours Is Mine).

    I've tinkered about with a few methods, but ultimately I think this will have to be done with an additional additive layer between my light layers and my foreground, which would roughly mirror the foreground. Can anyone think of a shorter way round?

  • Can you not apply the pixellate effect to the whole layer, rather than the objects?

  • Although whitespace makes an okay separator, lamar makes a good point. You should really have a separation character, using tokenat() and trim() to retrieve. I bet if you replace spaces with the same amount of whitespace and a separator character, C2 will be more likely to remember the string.

    That aside - add an on-start function that looks something like this:

    Repeat (14) times

    • set spaces to spaces&" "
  • Each of those are separate systems that will each require their own individual solution, and there will be no single way of solving any of them.

    Start with the platform behaviour ( https://www.scirra.com/manual/100/platform ) . Once familiar with the behaviour and how the various variables interact, you should start looking at manipulating the X and Y vector of your character to achieve parkour-like movements.

    A lot of these movements will also be context-based, so you'll want to build levels with markers placed throughout to 'hook' these actions onto. (Disclaimer - there are probably others ways to do it by extracting information directly about your environments - but for the number of different possible movements you want I doubt that would be easy, if possible)

  • Can you describe how Families aren't working the way you're expecting them to? Because this is the exact use-case for Families - if they're not working how you expect, there's a good chance you're somehow mis-using them.

  • Disk usage suggests this might be down to over-large assets being moved/created/destroyed too frequently, if that helps narrow things down.

  • Create a Family for your monsters. Do this by selecting 'Families' in the Project bar, right-clicking, and selecting 'Add family...'. A dialog will pop up where you can select your monster, and add it to the list. Now, when you clone the monster, it will create a new monster in the same family. You can apply rules to the whole family, or just single monsters, so they can all - for example - be damaged the same way, but move differently.

    You should be able to replace your monster in the current project with a Family in order to create a basic 'class' of monster from its current behaviours by simply using 'Replace object' on these events, and replacing the monster with its family. You may need to create new variables for universal properties like health etc on the family, as instance variables from inidividual monsters will not be visible when referring to their family.

    See https://www.scirra.com/manual/142/families for more info <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Oh, super-useful already. I can afford to have comment lines in my scripts now! I'll probably release something around the time of 7DRL, as this could conceivably used to make something Roguelike-ish, although I'm not sure what the completeness will be at that point.

  • Update: the first option really was the best option in most of my current use-cases - but I'm sure myself and others will find a use for CodeMirror in the future. Thanks once again for the heads-up re: javascript execution as well - I had no idea it was that simple! It dropped into the pool without casting a single ripple.

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mrtumbles

Member since 1 Jan, 2013

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