Board: Projects
may i have your email and for sure i will pay for the work I didn't ask for free tasksNormally, I'd say yes, but I have a few projects of my own that I am working on and can't really accept new things.
The guy is from Saudi Arabia, he probably has millions of dollars to spare !Lol, the land of Aventador police cars! Well, at least the UAE. XD
- People who don't implement commands that account for the drawbacks which keyboarders face
- *And the one that I REALLY wanted to rant about* - People telling you to play at slower speeds in order to avoid faults in their chars. My default is Fast 7.
Besides a custom protein drink, I don't drink anything else.A month later.Stop being a pest. He will tell you when there is progress. Read his last reply to you...

Little correction, I didn't because I didn't have time.Ah, you're right. It was after Ryuuku posted that you gave feedback. My bad.
My point still stands though that people did reply to the OP in regards to his sprite.
In this case you set only one value each time.But you are doing the same thing as well. Setting one value each time. You might be using the bits of an int, but you're not really doing it quicker. It's not saving any time or speeding up the engine's processing using your method. Please explain to me how you think your method is any different than setting one value each time? By nature, vars can only hold one value.
which is why the bitwise operators &, | and ^ exist, they simplify their triggers, for example if I wanted to check toadman's ability I'd just use "trigger1 = var(1)&64" instead of what was indicated by OP and to set that same flag I'd use var(1):=(var(1)|64) and to turn it off I'd use var(1):=(var(1)^64)Exactly.
var(7)*[width_of_sprite].0 ; <-- You need to treat this as a float by adding the .0 or your result will be either 0 or 1, which is not what you want.