dop2000's Recent Forum Activity

  • slot3need variable is reset to 5 on every tick in "Level 1" group. Even if you subtract 1 from it, the next tick it will become 5 again.

  • New examples on HowToConstructDemos.com !

    LINK Circular Audio Analyzer

    LINK An easy way to invoke the system Color Picker dialog - credit to el3um4s

    LINK Improved Stealth Game template - how to make a visible cone of view

    LINK Match Letters Game

    LINK A round minimap

    LINK Throwing a physics object with mouse or touch

    LINK A simple camera effect for a top-down view shooter game

    LINK Bitmap to Tilemap Conversion

  • First of all, remove all "Trigger once" conditions from all events. You are using them wrong and this way they will only introduce bugs.

    Do you need to shoot each banana multiple times to destroy? Then "hit" or "health" instance variable needs to be defined on the banana sprite.

    Let's say each banana needs to be hit 3 times:

    For each banana : Banana add 1 to hit
    	Banana hit=3 : Banana Play Animation "boom"
    
  • No, NWjs plugin only works in NWjs export. You need to use Local Storage.

  • Try running the game in debug mode and check what's going on. If both Platform and MoveTo behaviors are active at the same time and both try to move the object, this may prevent "On arrive" event from triggering.

  • According to the documentation:

    So you need something like this:

    .

  • If you are exporting your game for desktop using "NW.JS" option, then you can add NWJS object to your project (the same way you add other objects like Mouse, Touch etc.)

    And then use NWJS Write File action.

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  • Use "Browser Invoke Download" action if it's a browser game, or "NWJS Write File" in NWJS export.

  • It's difficult to understand the problem without a project file. But my guess is you need to regenerate the obstacle map for Pathfinding, after changing the Tilemap. Use "Regenerate map" or "Regenerate region", then "Wait 0.1", then "Find path"

  • I don't know Javascript that well. I think you can do something like runtime.GlobalVars.forEach(....), and compare prefix.

    But like I said, there is no way to get the default value for each variable, so you can only reset them all to 0 or "".

  • Code will detect the variables declared in the current event sheet and reset only them

    No, this is not possible, because global variables are not really assigned to event sheets.

    Maybe if you add a specific prefix to a group of variables (for example EnemySpeed, EnemyDamage), you will be able to loop through all variables with this Enemy* prefix in a script. But still I don't think it's possible to get their default values to reset them to.

  • Local static variables are similar to global, but you can't reset them all with one action.

    If you need lots and lots of variables, you can use a global object (invisible sprite) to store them. This way if you need to reset them, you can destroy and recreate the sprite.

    You can have several of such "dummy" objects, for example one to store variables related to game settings, another to store game statistics/scores etc.

    Or use dictionaries.

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dop2000

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