lionz's Recent Forum Activity

  • Move To ignores solids by default, there's an option to enable 'stop on solids'

  • How are you testing it?

  • Are you saying it doesn't do this when you disable ads? On a mobile device?

  • Check that you don't have other events with set animation that are also true, this will conflict and not set the grab animation.

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  • Hello! This is a very common issue that new users come across and it's because you have multiple events true at the same time for playing an animation so the character will seem to freeze as it tries to play run and attack at the same time.

    You have to limit when certain animations are true, so for the 'move' animation you would add a condition 'is not playing attack' or something similar. This means it tries to play move animation only when you are moving the character but not attacking. Whenever you see the freezing issue just check your events and make sure that it won't try and play two animations at once.

    For new users it is easy to think that the attack animation will just override the moving animation but this isn't true because events are running constantly, you have to make sure move animation will not play while attacking, same with jump.

  • You can put all objects in a family and use the condition to detect colliding with family object. To find the 'name' of an object no you can't but why would you need that? You can use UID to identify a specific instance if you want or you can grab variable values.

  • When you say ObjectA on collision with ObjectB, both the instances are picked so you can use them however you want. If you set text to ObjectA.var or ObjectB.var then it will pick those that collided.

  • Also from what you wrote it sounds like you didn't set up admob? It's not just for the store, you need to be verifed and running an app on admob side for adverts to work. I don't know about the bundle but as far as I know that's only required in the store, try using an APK and see if the adverts work, assuming admob is set up. The reason they won't show could be a number of things.

  • Probably you have an event to show a jump animation when character 'is jumping'. You'll need to modify the event something like 'is jumping' but 'not attacking'. You can't have 2 animation events true at the same time or they'll conflict, probably what is happening here. When you descend 'is jumping' is false so the attack animation will play.

  • Correct it doesn't work in remote preview, check the manual there is a giant warning. You don't need to upload to the store to test, you can export it as a local APK with test mode ads.

  • Pickedcount is the total number of instances that you picked, so in this event it is the number of instances with animation frame 1 and in the second event the number of instances with animation frame 2. That's what you wanted, right? To add the total number of instances that matched.

  • Your current conditions are saying if any sprite exists with animation1 set then add 1 and the same for animation2 so I imagine they just increase by 1 every 1 seconds. The fix for this is actually to replace add 1 with add sprite.pickedcount. Pickedcount is the number of sprites currently set to that animation.

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lionz

Member since 5 Aug, 2013

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