I don't want to give too much away about the game project that I am currently working on so I won't publish my work-in-progress until I have got it more developed but I was wondering if any of you good people could help me out.
The problem I have is this... my main sprite has 8 compass points that it can point in and I am using the keys "z" & "x" to rotate my character clockwise or anti-clockwise. Is there any way that I can make these keys less sensitive without slowing the whole game down?
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Put the turning scipt separate to the rest and put if key x pressed, turn right, wait 0.1 seconds, end, if key z pressed e.t.c. or put wait until not key x pressed if you want it to turn one bit per press.
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jmht wrote:
Instead of turning clockwise or anticlockwise by 1, change the value to 0.5 or something less? That way, per frame it will rotate less.
Thanks for the suggestion jmht but I'm not actually rotating my sprite... I have 8 different costumes for my sprite depending on which of the 8 possible directions it is pointing to.
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So it changes costumes, the scratchblocks are like this:
when gf clicked forever if <key [z v] pressed?> next costume wait until <not<key [z v] pressed?>> end if <key [x v] pressed?> switch to costume ((costume #) - (1)) wait until <not<key [x v] pressed?>> end
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7734f wrote:
So it changes costumes, the scratchblocks are like this:
when gf clicked forever if <key [z v] pressed?> next costume wait until <not<key [z v] pressed?>> end if <key [x v] pressed?> switch to costume ((costume #) - (1)) wait until <not<key [x v] pressed?>> end
Thanks 7734f. That worked perfectly. I hope to get the project published on the forum shortly.
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