This: (link to project) … 1/download is a great tutorial collaboration. I believe it also has a variable tutorial. Try it. BTW, don't worry about the download thing, it is the same as using the download link on a project.
That is what I was saying in the project notes. I tried having a variable that counted time, and it was in another sprite so the waiting shouldn't have affected the pikachu. However, it added a lot of lag, and I figured this was better. You could add "ifs" in between the waits like you had in your original version, but it still wouldn't be 100% guaranteed that the movement would work. I'm going to experiment with this and will tell you if I find a solution.
This is bekathepika's original project, but with somewhat fixed movement. The turns aren't always completed, but that is because of the wait blocks, which you can replace with variables, but my research found that they make a poor substite. So I setteled with the better, but still somewhat gltichy, movement.
Original project notes by bekathepika:
Just testing some stuff out. The apple and pokeball don't do anything yet...
Comments
You need to be logged in to post comments
Add a Comment
eh, i can only go in 1 direction
Yeah that happens, sometimes you have to press a key several times for it to work. It is because of the wait blocks. Do you know how I can fix them?
(view all replies)I couldn't find the "or" operation block :P Thanks alot for the help. I figured the Wait bocks messed it up, but do you know of a good substiture?
This: (link to project) … 1/download is a great tutorial collaboration. I believe it also has a variable tutorial. Try it. BTW, don't worry about the download thing, it is the same as using the download link on a project.
That is what I was saying in the project notes. I tried having a variable that counted time, and it was in another sprite so the waiting shouldn't have affected the pikachu. However, it added a lot of lag, and I figured this was better. You could add "ifs" in between the waits like you had in your original version, but it still wouldn't be 100% guaranteed that the movement would work. I'm going to experiment with this and will tell you if I find a solution.
(view all replies)