Reply to Re: Screen Edge and Screenlock Issue
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Success! I made a new script called "blocker.c" and it basically just moves Dink to the proper location if he passes the bottom right edge. I put the script on a big blue hole sprite included with Dink and placed the sprite right where I don't want Dink to be able to move, as if it was a hard sprite. Here's the script (requires &jug global variable or to change to ints):
Thanks very much Paul! It doesn't solve the bottom of the screen hiding from touch damage thing but I think I'll just leave that in. It isn't a very big deal anyways. I'll just make sure that if there are any battles I absolutely don't want the player to be able to hide from touch damage on I won't make a bottom side open with a screenlock.
Thanks guys.
//if dink touches a sprite with this script, he will be moved to slightly to the left of that sprite //essentially used to prevent Dink from passing glitchy edges on screenlocked screens //designed to be used with the big blue hole sprite for best positioning void main( void ) { //allow touch procedure sp_touch_damage(¤t_sprite, -1); } void touch( void ) { //get Dink's position &jug = sp_x(¤t_sprite, -1); //subtract it by the distance from the hole's x to the hole's side &jug -= 25; //move Dink to the new position (which is directly to the left of the hole) sp_x(1, &jug); }
Thanks very much Paul! It doesn't solve the bottom of the screen hiding from touch damage thing but I think I'll just leave that in. It isn't a very big deal anyways. I'll just make sure that if there are any battles I absolutely don't want the player to be able to hide from touch damage on I won't make a bottom side open with a screenlock.
Thanks guys.
