lionz's Recent Forum Activity

  • If you add the enemy and health bar to a 'container', when you create an enemy it will have its own health bar. Events will also work to relate the health bar to the enemy such as set bar.health to enemy.health

  • You didn't share your current approach because it would only be a matter of tweaking that. You can have an instance variable for level and increase it by 1 every time you press upgrade, fairly simple.

  • So you're saying the issue is it upgrades two levels at once if there are enough coins? Then only allow it to increase one level at a time. Structure your events so that when you hit upgrade it increases the level by 1 only, regardless of amount of coins.

  • It's the timescale you set to 0 at the end of level 1, you don't set it back to normal

  • Well this event would continuously check against all instances of that object so it must be off screen

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  • Is the first object destroyed? Check that first to see if the event is running. Then you can check in debug mode if a Skeleton instance is created. Then check other things like is it invisible.

  • It's because you're using a system condition and system does not pick the instance you want. You need to use object conditions such as mentioned above 'door pick nearest to player' or if the player is overlapping the door you can use player is overlapping door which picks the right one.

  • Great, glad it is figured out :)

  • Ok based on the picture I don't see the need for picking by UID or families as you can just pick the nearest door, as you were doing with distance. Where is the problem?

  • Use a string variable on the door object that is the name of the room to go to. When you pick the door and press E you can go to door.variable.

  • My guess is - the sprite is at one of those Y values mentioned below. The event runs every tick which means it's going to continuously set a random angle until it moves away from those co-ords. I can't see any problem events apart from that. Since you are adding score also I guess this needs to be a trigger once event which would fix this problem and future problems with score - add a system > trigger once to those Y conditions on line 7 and 8.

  • First you should be careful about trying actions on unrelated objects as I don't think that would work properly, whatever you pick on the left needs to be on the right. A way to do this is to have a Timer (behaviour) on the object, play the notice animation and start a timer of 3 seconds. Then you can have object on timer finished, set animation to walking. This would pick the correct instance of the object and you also wouldn't need a system wait.

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lionz

Member since 5 Aug, 2013

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