lionz's Recent Forum Activity

  • The collision box of the object is not the size of the visual box if you open up the orange sprite in the image editor and check it. The collision is huge and so you can't move.

  • You have a reset global variables action that runs when you exit the level...

  • Object A on collision with Object B (or overlapping with) pin (behaviour) Object B to Object A.

  • Tilemaps are better for performance than Sprites, it explains it in the manual under Tilemaps.

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  • In a general sense, add a 'for each enemy' condition to your events.

  • 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

  • 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.

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lionz

Member since 5 Aug, 2013

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