lionz's Recent Forum Activity

  • The globals can remain in one sheet so it must be a different problem. The events that modify the globals need to be on an event sheet linked(included) to the layout you are on.

  • You could give the dummy two variables one to say what it is assigned to, unit or building, and another to track if it meets the condition of being close to a unit. Then if the dummy is of type 'building' and var unitNear=true then don't target it by a condition on the main target event.

  • Not sure what went wrong here but you definitely can set the string in general. Are you trying to use 'current.layoutname' specifically because you just need 'layoutname'. Is the variable of type string? If it's number it would produced NaN as a result you can see this in debug view.

    Or possibly it is to do with how your event sheets are linked, it may not be reading the event at all or running it (though if you say a number worked then maybe it is running it). You can also share the file if you need further help.

  • Forgive me if i'm thinking about this all wrong but isn't dragging both axes simultaneously just default drag and drop behaviour? The locking to one axis is the custom behaviour which you want to remove.

  • It doesn't really like on animation finished, for a looped animation. If you remove 'looping' from swing animation in the image editor it is fixed.

  • Yeah you are right this would have to reach the original destination and wouldn't keep checkingif that's what you need. You could use the timer behaviour on the unit which I find is always better than system every X seconds, 'on timer finished' you can check certain things then start the timer again for individual units.

  • Looks like some weirdness with using every X seconds and for each. I would try something safer like state = chase and unit is not moving along path, then find path. This removes every tick and every X seconds with pathfinding. Also there might be a better way to do your units that what I'm seeing with the two identical families, the picking looks really convoluted. In a game like that you may want to keep Enemies as a separate family to Friendly units. And the extra layer of confusion with spriteUID variable, it seems like there could be a simpler way.

  • But in this post you are listing all the limitations you are coming across by using a single object for every enemy in the game while also saying it is a good thing. Not sure what to tell you :D

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  • For setting the head variable use 'snake set head to true' instead of family, this is still the inherited family variable. For the collision you can probably make the collision boxes smaller than the sprite, should be no harm done.

  • You've limited yourself by using one sprite for all characters but there is a way out, for the ones that shouldn't persist just create a 2nd object that doesn't have the behaviour. For when you need to pick all the npcs put the 2 objects in a npc Family. In general though I would use a different object for each character because when you use one sprite for all game animations it loads all unused graphics and can lower performance.

  • Family on collision with Snake, you have to pick like this.

  • You can use that family yes to pick the head separately, family where var head=true on collision with snake.

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lionz

Member since 5 Aug, 2013

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