lionz's Recent Forum Activity

  • There is a system condition - pick random instance

  • What condition are you using? Complete, loaded, ready are different to when the ad is actually playing. You can change the variable when ad 'is showing'.

  • Looks good enough to put on the store? Although I guess with the assets used I'm not sure of the rules.

  • Hi, it depends on how you made the inventory.

  • When you enter the store the items are put on the Inventory layer which is layer 10. When you return to the level the items move down to the Buildings layer which is layer 10. If you are using global layers they need to match throughout the game in terms of number/index so they should match between all layouts. Think of it like the items are positioned on a numbered layer rather than by name.

    You could create a work around such as 'on start of layout' set invitems layer to "Inventory" but that is kinda forcing the position and soon it'll get overwhelming as you add more things that you need to force the layer position etc and bugs may occur, I believe the best practice is to match layers across all layouts then you can take advantage of their global-ness.

  • Disable anchor? I'm not sure what the purpose is.

  • Do you mean in the editor? The first layout is really for when you've exported and should work. In the editor it'll load first the layout you've got selected.

  • What store? You sent us a full game with no info on what to do.

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  • You need to use the same object, that build family is a different object and you don't need to use that. Also in terms of structure add Pick all sprite as a sub event then indent again for the other conditions.

  • When you use an object on clicked event it narrows the picked instances to 1 so you can't then continue to pick from the other instances in sub events. You can open all instances again by adding 'Pick all Sprite' in the sub event. There are also other ways to do this like using a function and pass through a parameter which sets the frames based on parameter passed.

  • Like the condition for the button press, you can create sub event conditions, indented in the same event. Then you would add conditions if var=0, if var=1 etc Then on the actions for those you would run whatever you needed on each press and add 1 to var for the next time.

    So to be clear, not as simple as adding a condition to the main button press condition but if you press S and indent the block you can create your sub conditions there which are listed and come after the button press in the same event. Each time you press it, the variable will be different and run different actions.

  • On button pressed, if var= something then run events and add 1 to var. So every time you press the button the variable will equal 0 then 1 then 2 and you add the actions as you need for each subsequent press.

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lionz

Member since 5 Aug, 2013

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