As for your random code, I tried it myself and could not replicate your error, maybe it has something to do with the surrounding code, or what you do with A and B afterwards?
I'm not sure, I'm guessing it's some weird delay stuff (maybe like the getKey stuff, but idk?) The way I'm actually checking it (well technically I do it twice, one the above way and one another way) is I have an array of X and Y values stored one after the other in a GDB... It chooses one set of coordinates and checks that the chosen Y-coordinate and the existing Y-coordinate differ. Except that it seems to not work, even selecting with the same Y-coordinate thrice in a row. I'll take a closer look at the code and see if something sticks out..
Looking nice! I'm liking how the doors are labeled, so you know which key you need
It's kind of hard to tell an enemy from a pickup, though the health bars help to distinguish somewhat. Tho after reading that thread* it looks like it's staying that way so yeah Maybe make the health bar more obviously a health bar, like a rectangle enveloping the whole thing (so there isn't a gap on the right)?
Do rectangles clip, or do they behave like lines? I've prolly found this out on my own but I don't remember the result and it might have changed since ~4 months ago anyways...
Also I'm having some problems...I want to choose a random number that for sure is different than an initial number but sometimes it returns the same :\
Spoiler For code:
.A is any number from 0 to 10 A→B Repeat A-B .supposedly until A!=B, sometimes doesn't work rand^11→A End
It works most of the time, but sometimes (like, 1 out of 20) it chooses the same option and doesn't remedy. Am I doing something wrong?
One's 20 pixels tall, the other 19. It lets people design their sig without pixels sticking out/in..tho I'm not sure if many people here have a sig like a box anymore but yeah
The gradient you see is just part of the natural flashlight beam, as there isn't any part of the counter that affects shadows. The little console light might be making it hard to see, but the flashlight naturally has a gradient at the edges of the beam on both sides.
...and when part of the beam is blocked by a wall crate etc it's sharply cut off? (I'm guessing there's a supposed "window" over the console)
Yeah it seems like it's reverted to the way it was before. Basically it was like a drop-down menu with different icons inside of it. (there was a google logo in the top-left corner)
It seems pretty cool, but not very practical. I'm not sure what this layout has over the older layout other then that it has icons (and takes up more space )
I'm doing something like this in Essence...I optimized it after typing it so I'll comment it. (original code here)
Assuming there's a different animation for each direction and there's four frames for each (and a sprite before that depicts standing still)
Spoiler For Spoiler:
[60F0609000000000]→Pic01 .standing still
[6070609000000000]→Pic01R [6070E02000000000] [6070704000000000] [etc] .running right
[60E0609000000000]→Pic01L [60E0704000000000] [60E0E02000000000] [etc again] .running left
.start main loop etc
If getkey(2) xor (getKey(3)) .if either left or right (not both, only one) is pressed getKey(2)*2+getKey(3)→A .if left is pressed, 2 is stored to A; otherwise 1 is stored B++>>7?-1→B .Add one to B. If the result is greater than 7, then store 0 to B. .to use with animation of different # of frames, change the number in [B++>>#] to (# of frames *2 -1) .(B is the frame counter, this animation is 4 frames...counting from zero B can have 8 values) Else →A→B .if neither of the keys is pressed store 0 to both A and B End Pt-On(X,Y,(A-1*32+(B/2*8)+8*(A/=0)+Pic01)) ... "/=" is not equal to
Pt-On(X,Y, :P (A-1*32 sets pointer to either the start of sprites depicting running left or running right to work with animations of a different # of frames, modify the number multiplied by (# of frames *8) +(B/2*8) sets pointer to specific frame +8 pointer was offset from first sprite, this fixes the offset to point to the start of the animations *(A/=0) only animate if it's supposed to +Pic01)) pointer to sprites ... .dispgraph stuff, end loop
It might be possible to shave off some space by flipping the sprite horizontally instead of having different sprites, but you should get the idea of how to do it.
Edited for four sprite animation, also how to use for different # of frames