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I just got a new better monitor. This new clarity made it obvious there is significant ghosting/flickering when moving around - especially when moving diagonally.
The game runs at 480 x 270 and is scaled up. The issue is resolved if I increase the native resolution to at least 1280 x 720. Is it possible to increase the native resolution and at the same time scale all the objects?
I don't think I can simply scale all my objects like the image below, as I don't think the tilesets from the tilemap…
willy
February 7, 2024 at 8:46 PM
It could also be that you have a different issue from me
You can create your own qualifiers with Fusion + DLC
Would be great if they were more like a "class" with their own independent variables, through. That way it would be possible to apply these classes/qualifiers to any object without any variable conflicts
I am using EE's wall crawler example (Please login to see this link. and here is the Please login to see this link.)
I am always struggling with sin and cos, so I don't fully understand it, but I would like to reverse the crawler movement so that it moves to the left. I've altered the example and almost got it working. I am attaching my file, where frame 2 is my attempt to reverse it, and frame 1 is the original.
I'm following the help page for the object, but I'm having trouble with the animations. I got walking, static, and jumping, but for some reason when I click left, the character plays the stop animation while sliding left, but walking right always works. I can only walk while looking left when I walk right THEN instantly walk left before the animation can finish. If I stop, THEN hit left, the character just slides.
I am trying to understand how to use the move safely object. In the test case below, I want the top red and green boxes to stop at the edge. While the bottom red and green boxes should stop when colliding with each other.
I've attached my mfa file where the app crashes once the red and green boxes collide (move by holding space).
Is there any way I can change the number of elements on the physics rope and chain in the event editor? It is a bit tedious to create many different copies of the same objects, just with a different static number of elements
I can't delete the objects, as that would delete the events:
Please login to see this attachment.
None of my objects are actually unnecessary, as I load them through an external map editor. They could potentially be called into the game at any time. This means all my objects for the entire game is in one single frame together with the game code.
So my one frame with the game code is getting really messy, like so: Please login to see this attachment.
I do organize the objects in this list Please login to see this attachment.
But if I delete the objects from the frame, they disappear from the list as well
I use the Tiled editor for my project. Having an external editor means all my objects for the entire game is in one single frame together with the game code. If I delete the object, the code for this object seems to disappear as well.
This is starting to become really messy. What is the best way to clean this up?
Should I create a single event that never fires which creates these objects, so that I can then delete them from the frame without the code disappearing?
Or creating a new layer where I place all the object, so that I can hide them?