lionz's Forum Posts

  • You are correct, the pick by comparison does not choose instances. You can use the object conditions for comparison. For example if you are trying to set Object to the Spaceship position you can say Object (compare instance variable), Object.ID=Spaceship.ID, then on actions set Object position to Spaceship.

  • Load only global variables compared to loading what? Can you explain the issue that you are having?

  • If you have built a level per layout then is there an issue with leaving the image in the layout?

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  • Yes with level specific global variables. Or if there are a crazy number of things you can collect then storing in an array would also work.

  • It's a global object so you can access it everywhere. Check out Array in the manual.

  • So it's super fast when you disable mobile advert ?

  • You can do a more data-driven style using an Array where each row is a possible type, you can add a 1 if it has been discovered, keep it at 0 if not

  • TargetUID is the expression used to get the UID of the turret target, from here you can pick it for use in events.

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  • Try different conditions linked to the movement controls, on down key pressed you do +10 to the Y, if you press up it's -10 on the Y and might catch the tiles.

  • No problem with using pathfinding and LOS, I am referring to using LOS and a distance check. Maybe by distance you meant when they are out of range of LOS so it's the same thing? Then yes it should work, you can say when enemy does not have LOS of the player, Stop pathfinding. Feel free to post a screenshot of those events.

  • how did you create the rooms ? :)

  • Depends how you generate the rooms. If at the point of generating the room you can designate it a boss room then there you go. Maybe the way you generated them does not allow you to easily 'pick rooms'.

  • There could be a better way but my approach would be to try PositionToTile where it would convert the player's position X,Y to a specific tile position, with which you can grab the TileID using 'Compare tile at' position. This should in theory give the ID of the current tile that the player is overlapping and then you can say for example if ID=1 play audio1, give it a go I kind of want to try it myself but too lazy to set up a tilemap :)