Is it possible to make bring to front/back events to counter & lives objects? Because I have some bring to front events and sometimes you can't see the counters... I hope there is a solution for this problem!
Current Projects: The Artillerys 10% Forgotten Legends 8% Earth Defender 20%
You can uncheck "Display as background (faster)" in Properties to make the counter display in front of active objects, but I don't know if this works outside MMF1.5.
to make an overfront counter with something else you can create an active with direction frames as painted numbers, so they show the direction related to wichever (or its internal) value; to display >32 numbers do another animation and set up the related animation usage via events.
well this is just an example; surely there are better ones...
Edited by the Author.
Radix says:
It's regrettable that TDC is the arsehole of the click scene, but somewhere has to be.
If you are going t use active objects as counter replacements use one for each digit, this way you dont have to ork your ass off..
All actives have direction frames with numbers from 0 to 9 (thats 10 frames per active).
Now set the first active to the first digit
First digit
active dir = val(mid$($str(counter_value), 0, 1))
Second digit
active2 dir = val(mid$($str(counter_value), 1, 1))
etc..
PixElf:
Why use an invisible counter when you have values or the active objects?
x is the value you add...
IF yo plan to add values outside the range of -360 -> 360 then increment "+ 360" value!
eg. if you plan on using -1000 -> 1000, use 1440
another way to do this 100% accurate is using this formula
Set Counter = (Counter + x + (360 * ceil(ABS(x) / 360))) mod 360
Then keep using the mid$ function to get the digit that you want. It takes three values - the string that you want to get, then index to start from, and the number of characters to use (or is it the index to stop at? I can't remember.) Anyway, if it's the first, then use these:
I think Daniel's post spilled over from the other counter thread somehow - he posted at the same time as I did, and coincidentally it looked as if I was trying to follow on from him.
Don't know if this has been mentioned yet but the Layer Object can sort out the layering properties of text and counters in run time.. It's pretty snazzy. It works with most non-active objects (barring obvious background graphics).
First digit works, but in second digit, it goes crap:
Real counter (digit 2): 0 Active Object (digit 2): 0
Real counter (digit 2): 1 Active Object (digit 2): 9
Real counter (digit 2): 2 Active Object (digit 2): 9
Real counter (digit 2): 3 Active Object (digit 2): 0
Real counter (digit 2): 4 Active Object (digit 2): 8
Real counter (digit 2): 5 Active Object (digit 2): 9
Real counter (digit 2): 6 Active Object (digit 2): 0
Real counter (digit 2): 7 Active Object (digit 2): 6
Real counter (digit 2): 8 Active Object (digit 2): 9
Real counter (digit 2): 9 Active Object (digit 2): 0
Strange, eh?
Current Projects: The Artillerys 10% Forgotten Legends 8% Earth Defender 20%
Does anyone know what's wrong?
Is there something wrong in coding, or do I must put numbers to different directions in animation editor?
Now, number 0 is direction ->
And number 1 is above 0. And so on...
Number eight is in the top of direction "circle".
Are the numbers in wrong places?
It works with first digit, but second digit goes crap, as you see. What's wrong?
Edited by the Author.
Current Projects: The Artillerys 10% Forgotten Legends 8% Earth Defender 20%