dop2000's Recent Forum Activity

  • That link is wrong (only you can access it).

    You need to share the file, copy link to shared file and post it here.

  • No, that's not what I meant. Tilemap is one object, you can't give behaviors to individual tiles. For example, if you add Fade behavior, it will apply to the whole TileMap, and all tiles will fade at once.

    If you need to control/move/animate individual tiles, you need to use Sprites instead.

  • You can add any behaviors to tilemaps, and you can use tilemaps for different things, not just decoration.

    For level design in sokoban game a Tilemap with Solid behavior is a good choice. However, it's better to use sprites for moving objects (boxes and character).

  • You mean typing mistake in your code? Is it working now? If not, please post your project file, because I don't see any errors in events, must be something else.

  • You can use variables if you need, just set them to correct values before adding to the list. You mean something like this?

    The code from your latest screenshot will not work, because the function is called on start of layout, when true=false. (Please don't name variables like this, it's really confusing)

  • Object compare X>Mouse.X -> Object set mirrored

    Object compare X<Mouse.X -> Object set not mirrored

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  • See this demo and explanation of the principle used:

    dropbox.com/s/8zap7yuhwdb0pcb/Farming_TileSet.capx

    dropbox.com/s/r1em8npglbdsoeg/Tilemap_Bitwise.png

    (I didn't make it, found on this forum)

  • This code works, you don't need variables, arrays, or anything else, just this one event:

    If you want to add to the end of the list, replace "1" with a big number like "99999"

  • I don't quite understand your layers system. What you can do is check if there is any hill sprite in front of the tank at the moment of collision. With tanks and hills on different layers this can be tricky but you can try something like this:

  • aicreator I was talking about screenshot #1. You don't need any boolean variables and extra events.

    On button pressed -> Insert TextInput.text into the array, Insert TextInput.text into the list. That's it.

  • You need to insert TextInput.text into the array. Otherwise the code on your first screenshot is correct.

  • You are spawning projectiles only when the spaceship is created. You should do this on Timer event, or every X seconds etc.

    If this doesn't help, run the game in Debug Mode and check laser and missile sprites in the list of objects.

    Also, I recommend using layer names rather than numbers in events. This way when you add a new layer to the layout, you won't need to update existing layer numbers in all events.

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dop2000

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