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.
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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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