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Space Shooter 0...
Snakes In Space
Mars Invasion B...
reply to Assigning a Value and Returning it
By rockon411 - 36 minutes ago
Ok, so how do I designate the value of each subclass since they are all different?
By rockon411, with no replies.
I have to have my actors do something (throw something, create something) every 40 turns for a code that I am working on, but I am not sure how to make them act every n turns instead of every time. Any information on the subject would be appreciated.
reply to Green foot ping pong game.
By Super_Hippo - about 1 hour ago
You really shouldn't start with the scoreboards if you don't have anything else done (or do you have?).
How do I change the Layer?
By 11870, with no replies.
Hello everyone, I am closing up on my first significant game, and there are a few glitches to fix here and there. One of them the character's layer. I want him to appear in front of certain objects and behind others. Now I know that normally you change in Inspect Object or something but there's a catch. My game is in the same format as Minish Cap and Undertale, by which I mean that it's supposed to look 3d. So the objects with a lower y axis (higher up on the screen) are the ones that need to be farthest back. However, since my player is moving around, his y axis changes. So my idea for how to do this would be to set the layer to the y coordinate, but like I said, this is my first game. Can anybody help?
reply to count a timer while an special actor is in the game
By danpost - about 2 hours ago
when the Grapeclass is empty I want to apear a screen which tell you how many grapes in how many seconds you collected. Can you give me an idea how to do this? Thx
Create an actor to display the info and add it into the world (as long as one is not already in the world).
reply to Needs help with making a bullet spawn and move...
By danpost - about 3 hours ago
Ignoring the trigger (whatever you will use to control when the koopa throws down the spikey turtle shells) that will call the method to spawn them, the method would simply be something like the following (which would be in the class of the koopa): <Code Omitted>
reply to Wall Collision
By danpost - about 3 hours ago
It is no wonder that it does not compile. 'Wall.class == null' (regardless of the fact, that it will always be 'false') returns a boolean value. However, the 'canSee' method requires a Class object for its parameter. For example: <Code Omitted>would compile and will execute its block of code if a Wall object intersects the actor. If the actor is to remain off of any Wall objects, then you will have to move before checking the state again (move, check and, if on a wall, move back).
reply to Problem with slide
By danpost - about 4 hours ago
Basically, what you are asking for is that the keys act as accelerators in opposite vertical directions and there is a drag factor applied to the object. Without a SmoothMover class, you can simply do something like this: <Code Omitted>
Update: Space Shooter 0 The Presequel
By Epicsssquids - about 10 hours ago
New Scenario: SpaceShuttle
By SangeethaSeelan - about 12 hours ago
It is awesome game
New Scenario: Footeater
By Saranya.M - about 12 hours ago
it is awesome game
By firstname.lastname@example.org - about 13 hours ago
Game is very interested