I hope this is the right place to ask. I'm quiet new to C2 but I'm learning fast, but I have a logical problem that I hope someone can help me with.
I'm using the free version so I have to keep the game within 100 events. So basically I want to separate the animation of the same kind of enemies so when each of them hits an invisible barrier to turn around don't mess up each others animations.
Enemy movement and direction change basics now:
<img src="http://img.lyu.hu/images/6mf1o.jpg" border="0" />
I'm sure there is some simple way to do it, so if anyone has an idea I happy to take it.
I could approach the problem to set an individual variable to all of the enemy boxes separately, and check it which one of them hit the barrier and only change his animation. But is there another simpler way to do it?
Basically I want to achieve that one sprite (the enemy animation) can be duplicated and be animated separately from other duplicates.
Yet I can only do it with adding additional sprites and events per enemy, and that's not only waste of resources but messing up my plans too due to the free version limitation of 100 events.
So anyone any idea besides that I should buy a license?
How about adding a "For each" loop? Add the condition "System: For each 'Enemy'" to go through all the 'Enemy' instances. If that doesn't do the trick, could you maybe upload a .capx to dropbox so we could have a look?
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Ahh I spent less time with more complex problems in my life. I couldn't get it to work with a for each loop either, so here is problem in a capx.
Ah, I see the problem. Here's one way to do it, hope it helps:
Nice job! I surely learnt from this. Thank you!
BTW I only used two animations instead of mirroring because I can't mirror up/down patrolling animations.
This should be in the FAQ list too. Useful to animate multiple enemies in 8Direction behavior.
It's exactly what I was searching for, inclusive, a better explanation about how to handle different identities with the same animations would be great on the Tutorial section ^^