oosyrag's Recent Forum Activity

  • Every object that exists on the layout will be loaded into memory upon the layout start, unless you manually manage memory. Which isn't recommended unless you're very familiar with the system and really need it for some reason (you shouldn't).

    Basically no swapping objects won't make a difference, because the object you are swapping to is already in memory anyway regardless.

  • To design UI for multiple aspect ratios, you first have to decide which direction is "flexible". Usually this is the direction you expect scrolling to be allowed. In your case, I'm going to guess its vertical. So your horizontal width will be fixed as far as your UI design is concerned.

    So use scale outer, design for the width of the viewport, and understand that the vertical portion may get cut off depending on the aspect ratio, but it's ok because they can scroll.

    dropbox.com/s/g8egk507es8kl2m/scaleouterportraitexample.c3p

  • Here's an example for lerp. dropbox.com/s/wlan9439hmvz584/lerpangletargetexample.c3p

    Tween didn't work out very well, since it is better for a fixed start and end value. It doesn't take into account the change in target angle as the object moves.

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  • Wouldn't recommend the desktop version, there's not really much reason to use it anymore now that the web version supports local folders.

    Try installing the web version as a local app through Chrome instead.

    Or at least see if it works ok on web version.

  • There is not enough information provided to help.

    What version are you running? Platform and browser?

    Are you able to preview? Does debug work with the example projects?

  • From the manual,

    "...in Relative mode the given values are added to their current values."

    If your 'topleft' object is at for example 400,200, you are moving your mesh point 400 pixels right and 200 pixels down every tick.

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  • You can tween the angle of motion of the bullet behavior as well.

    Alternatively, give each of them a random angle to start and lerp the angle towards the target angle every tick.

  • A timer is good too, for multiple frames. One frame is mostly imperceptible. You can use the timer is running condition to prevent simulated movement

  • Start with initRun instance variable at 1, if you want a 1 frame hold.

    + Keyboard: → is down
    ----+ Sprite: initRun > 0
    -----> Sprite: Set position to (Self.X+1, Self.Y)
    -----> Sprite: Subtract 1 from initRun
    
    ----+ System: Else
    -----> Sprite: Simulate 8Direction pressing Right
    
    
  • Simply put, the cast ray doesn't pick any objects.

    You can use the

    HitUID

    If Ray intersected is true, the UID of the instance that was the first obstacle the ray intersected.

    expression in the 'Ray Intersected' event to identify the object hit. In a subevent, use the Sprite - Pick by unique ID condition to pick Object.Lineofsight.HitUID, and destroy object.

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oosyrag

Member since 20 Feb, 2013

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