also my snes usb controller doesnt work on html5.... it doesnt detect up or left on the dpad
I think it's logical that a checkpoint won't count against you if it never actually gets used. But is there a reason why using them for a time but ultimately doing a complete run of the level shouldn't count?i just think its easier to explain the concept of "do not use checkpoints" than "checkpoints are allowed, but you have to eventually clear your checkpoint and beat the level from the beginning". the sentence "to unlock this, beat expert course without using checkpoints" is easy to understand but i cant think of a good concise way to communicate the second concept....
MoveColliderTo(32,32);
if OverlapAreaAll((0,0),(16,16)) {
Print("detected collider");
}
(also would OverlapAreaAll((0,0),(16,16)) check a 16x16 area or a 17x17 area?)collidersFound = Physics2D.OverlapAreaAll(new Vector2(rect.xMin + 1, rect.yMin + 1), new Vector2(rect.xMax - 1, rect.yMax - 1), layers);
NSFW | X |
trash | X |
epic platformer | - |
quote this tweet to report spam
targeting_mode = skill_type[skill_get_id(selected_skill[?player])];
(map[?key] is special gm syntax for accessing the value corresponding to a key in a ds_map, selected_skill is a ds_map that stores the currently selected skill for each battler, battler skill data is stored in ds_lists (one list per skill), skill_get_id is a script that just returns the element of the ds_list containing the skill id, skill_type is an array that stores for each skill id whether the skill targets a single enemy, a single party member, all enemies, etc.)
targeting_mode = skill_type[skill_get_id(player.skills[|selected_skill[?player]])];
(list[|item] is shorthand for ds_list access, it would be even worse if i had to use the ds_list_whatever functions)
skill_get_id is a script that just returns the element of the ds_list containing the skill id
oh heck i never considered the name thing... sorry... it does kinda set expectations about the ruleset...hey its ok your game was verycute.....