lennaert's Recent Forum Activity

  • There have been quite some request for modularity like the one your asking, and it is in constructs 2 future plans for development.

    what people do atm:

    -Simply copy pasting of sheets / variables / objects between projects.

    -Make their own templates with various game elements / objects already set up.

    For event sheets I personally make sure that when I create something that is going to be reusable, that I include everything needed for that event sheet is actually on that sheet. (like variables)

    This way, I only have to copy/paste the top set of variables from a sheet, and after that copy paste the rest of the entire event sheet.

    For objects I use dedicated layouts, from which I can easily copy/paste the required assets.

    Might not be the most gracefull, but it surely makes managing assets between projects "managable".

  • NaN = Not a Number

  • Another idea is to try removing the else condition. As I recall the else will only be run if nothing was picked in the event above.

    This, you can even stuff multiple picks in a single event, if 1 of the picks fails to pick anything, the else will be used.

  • If you are unable to find your own example of a php login system ... then you might be out of your league.

    I have a tutorial for php/mysql multiplayer, it uses an automated registration technique based on the users browser, and registers that, and can find the user info based on that information.

    tutorial

    It is bit advanced, but it has the php file with code too with a lot of guidance.

    the thing your looking for is on page 4.

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  • Thats because it just moves it 10 something to the right.

    Oh well, here is another approach, makes it slide a bit on overlaps on start of layout.

  • Something like this ?

  • Same here

    It makes navigating and skim reading around quite troublesome.

  • It kind of depends what you need doing I supose.

    Most forms of database require connectivity somewhere.

    Then you'll either need to do some smart approach with the updating and retrieval, or have something local.

    If you plan on making some database plugin, perhaps look into taffydb.

    It is suposed to be a client side database with a simlair structure in commands like mysql database.

    And wheter or not arrays are up to the task, I'm quite sure they could be, but not sure it would be the easiest approach.

  • Whoa, my apologies shinkan, GenkiGenga, I stand corrected

    There does seem to be a bug when the first animations speed is set to 0, that on start of layout, it does not set the speeds for the other animations of the same instance.

    I did a quick test with adding a click on the animation, that it sets anim2, and when done it does start the animation

    lennaert seriously do you read what I wrote?

    I did, but did not do exactly do the actions how you described it. thus not running into the issue.

  • That is because you just before set the speed to 0.

    You do realise, that if you update anim1 its speed to 0 in one of the instances, that it updates all instances anim1 speed to 0 speed.

    Same goes for any other animation of the same instance, updating an animation property will set it for all instances.

    And if you would simply give one of the anims speed 50, and the other 0, you will get one that stays still and the other one flickers.

    looky:

  • Again, from the manual

    Sprite properties

    Animations

    Click the Edit link to open the Image and Animations editor for the object. All instances of the object type share a single set of animations.

    check bold part.

    Animation speed can vary between different animations.

    But it can not have varying speeds for the same animation of the same instance.

  • Because that is a propperty setting for the object on the layout.

    Which is unrelated to animation settings like speed and loop for the sprite itself.

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lennaert

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