lionz's Forum Posts

  • It works if you switch the layer order around so Layer 0 is always on the bottom. Something to do with the layer ordering I guess?

  • Argh plugins. Can you link me to them please?

  • wow..lol

  • > Give the inventory items drag/drop behaviour? <img src="smileys/smiley29.gif" border="0" align="middle" />

    Preposterous, you would be dragging and dropping them all over the place.

    That's what he asked for. A drag and drop feature lol. I used the same thing for my inventory.

  • Need to see a cut down .capx to find out what you're doing wrong here.

  • Give the inventory items drag/drop behaviour? <img src="smileys/smiley29.gif" border="0" align="middle" />

  • It's trying to find a new path every tick. Trigger the find path on start of layout and you'll see them move. You need to find a better way of triggering the find path such as when the enemy is spawned or similar..

  • Burvey

    Nope, was still happening. Everything was flat. All collisions normal. Argh : P

  • Oh he did mean that? Lol, fair enough. I was going to make a joke about looking outside...

  • Self.x, self.y is the object's current location.

  • If I know for sure that I'm making something for mobile then I build it with mobile in mind because the gameplay is going to be that much different to PC. If the mobile gameplay doesn't work as well for PC then I can tweak it afterwards.

  • I usually have the start screen and any menus(not in-game UI) on the same layout then the game loads in another layout. You can have each menu on a separate layout if you want but I find it easier to just put the sub-menus into groups or individual layers and enable/disable them when required.

  • Disable whatever causes damage after the enemy dies. If it's colliding with the enemy that causes damage, then disable collision.

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  • I'm using r155

  • Couldn't you have just used 8-direction behaviour instead of all of that xspeed logic for movement? Can't really help with the collision on the border as I'm not sure what you've done but I would guess you can limit Y movement when the UI collides with the left/right side of the ship.

    The scrollto behaviour is working as expected. It scrolls with the ship when you move out of the 1280x960 window view.