lionz's Recent Forum Activity

  • Then as a guess it sounds like the layouts are only using the first event sheet. You can link each layout to its own event sheet so check this first.

  • Under system actions, set time scale to 0, then back to 1 to continue.

  • There is a pick nearest/furthest instance condition if that will work for you here.

  • Hey, probably the reason noone responded is because this is impossible to give an answer without seeing the project file.

  • Is that the only event you have? Because this says to play the same sound on start of layout.

  • In what sense is it not working? I guess because you are adding 1 every tick it won't be a noticeable delay, you should add an every X seconds to the add event. Also remember to set delay back to 0.

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  • You'll have to explain what you did and what is broken because that object is still a tiled background and the event related to it seems to be disabled.

  • Ah right it's because you're using a tiled background which has no collision, you should be using a sprite.

  • The first problem looks resolved as it spawns one only based on the logic. To use a range you can use random(x,y) where x and y would be the left and right co-ords of the box.

    For the second problem you need a parameter sent through the function, they are useful things. When you call a function it doesn't pick instances from the previous actions, to get around this you send the enemy UID through the function as a parameter. Then inside the function event you add a condition to pick enemy where enemy UID = parameter, this will pick the one you clicked on originally.

    For the third problem at its simplest you could use choose(1,2,3,4) which would set an answer from a choice of answers or you can look at Arrays where you can store many answers kind of like a spreadsheet and pick from them.

  • Well if I think of it in terms of the Family logic you can add all variables at the Family level then you should be able to compare Sprite with Family.

  • You could just do it with events then, if player exp is greater than 100 set player crit chance to 10%, if exp greater than 300 set player crit chance to 20%.

  • Again you didn't explain what you're trying to do, if you need help with implementation of a design then we need to know the design. One array per skill, what is a skill? If you have certain things that happen per level increase of a player then you could fit them in one array.

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lionz

Member since 5 Aug, 2013

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