is there a way to make a cursor that doesn't dissapear quickly on a roblox game? - lua

So, i was working on a simulator game in roblox studio and my inspiration for the game had a different cursor than the actual in roblox, so i watched a tutorial on how to change them, and it quickly fade. so i watched more tutorials and i found none way to make it happen, all just didn't work somehow, but the code that probably (and most of the tutorials i learned) were like this:
local mouse = game.Players.LocalPlayer:GetMouse()
mouse.Icon = "rbxassetid://12158273870"
Can you find the solution or a page that tells you how to do this on a Local Script? That would be appreciated!
I first tried the tutorials with a decal, which failed, and then, with a texture, which also failed.
So i lost my hope on making a cursor, i was using this decal:Goblocks Cursor (Decal) and then this texture:Goblocks Cursor (Texture) .
Can you find the solution for the decal? if not, then you can do the texture.

Related

How would I go about creating a highlighted grid radius in roblox studio?

I'm sure you're asking what "highlighted grid radius means" so first let me explain what I am doing. I am creating a Roblox Studio project that involves a grid of grass block tiles as a map. When you click a tile with a selecting building then it makes that building. However, I would like a build radius as you build. For example you cant go, say, 30 grass blocks away from the closest building. I'm setting the default limit as 2 blocks for each building.
In case you are still confused here is a visual aid:
Example of what I am trying to accomplish
The highlighted blocks represent tiles that you can build on while the unhighlighted, obviously, represent blocks that you cannot build on. And yes, I know, in this example the build radius is one block unlike my previous statement. I am just eager to figure this out so I didn't make it any larger.
Now normally I wouldn't even use stack overflow because I would just try to figure it out myself, but I really am stumped. Normally I would have sort of an idea of where to start or how I should approach this and execute the idea. But I just don't know what to do, please help.
EDIT: (specifying issue further) I am unsure of how to actually find which grass blocks are within the radius. I should be able to give them all a SelectionBox I just need a way of finding the ones within the radius.

Making a Platform game with Corona SDK

I'm trying to develop a platform game similar to Geometry Dash but i'm facing a lot of problems during the making of the algorithm.
I don't barely know how to proceed. Are the levels structured with a long image ( that is the ground) with obstacles added, or there are many obstacles generated progressively during the game?
I'd like to know where to start from, what to draw and how to place it in my game, how to build the collision detection.
The game will be an auto-scrolling platformer, so, will the character's asset be moving right or will all the level except for the character be moving left?
I'm a beginner, so i would like to receive detailed answers and not too difficult to understand. Thank you.
if you have any advice I would gladly listen to it.
I've done all corona tutorials but they doesn't explain how to do a platformer. - Luca Pasini
Looks like you still don't feel how game work from inside. Tutorials probably will not help you much. I think you need to start something very simple by your own - not by tutorials.
For example:
Show red rectangle
Show blue recatngle
Tap on the screen and red rectangle must change his position (not by transitions - just by core x,y change)
If they are collide - show text: "You win". Collision check just by raw calculations.
Then go with updates, that will make it looks more like a game.

Need a bigger mouse cursor

Windows 7 appears to only support 48x48 pixel mouse cursors natively. My dad is half blind, so this isn't good enough.
Looking around a little, I see that there is High DPI Cursor Changer Beta on SourceForge. Unfortunately, it states that it is limited to Windows 8 and above. Even if he did have Windows 8, I still don't think it would be big enough.
I've been thinking about some other alternatives which might get the job done. One is to use AutoHotKey to track the mouse position and type, and using that information, put up a larger bitmap under the cursor that is displayed on a click through window.
This seems doable, but I would like it if I could invert the information beneath the cursor as the inverted mouse cursor does. I'm thinking that this would require using the DirectX API, which I'm totally unfamiliar with. As I don't have a whole lot of time to devote to this, it would be great if someone could point out some key concepts and API calls so that I can move through this project as fast as possible.
I've also looked into zooming in, but seems using that is also problematic as it requires that he get it in and out of that state and zoom in and out fairly easily, which he can't as he can't really touch type and his fingertips don't have very much sensation, making it hard to navigate the keyboard effectively.
If there are any other ideas, I'd be interested in hearing about them as well.
I haven't tried Bill Myers solution, so I think that the cursors are still the max. size, but check out Bill's link: https://www.bmyers.com/public/high_visibility_cursors.cfm

How do I make players on Roblox spawn as different objects?

For example: In my game I want player to spawn as a ball? How will I accomplish this? I can't find it anywhere on the web, though I have searched and searched. I haven't got any code because I haven't the simplest idea of how to do this. Thanks for your help!
First things first; You'd probably have better luck over at https://scriptinghelpers.org/questions it's like Stack Overflow but for only Roblox related questions.
now, if you want the player to spawn as anything other than the default player, you have to do one of two things, prevent the character from loading, or remove it when it does, once you've accomplished that, you should bind the camera to the desired object, and bind movement to keys.
an easier, but much less elegant solution would be to find and modify a standard character morph to simply make it appear that you're a ball.

Dragging with inertia in AS3 for dummies

I'm trying to create an inertia effect for dragging that's constricted to the x axis. I know this questions was asked before here but I couldn't understand the answer!
I'm currently using startDrag and stopDrag. I'm assuming I should add something to the startDrag function that captures the speed in which the user is moving the mouse, but I'm not sure how this is done. I guess then I'd add something to the stopDrag function that kicks in and makes the object keep moving at that speed and then come to a stop.
Any suggestions?
I've found an grat online tutorial that has the answer. I was a matter of tinkering with the code. The writer even has .fla files for download.
http://www.quasiuseful.com/?id=11

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