lionz's Recent Forum Activity

  • It's the same although you could say the timer behaviour is more convenient. You can use either one.

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  • I will check it out but you were already there pretty much with the logic from your first screenshot it was just about tweaking a few things.

    For Player.Y it is set at array.width-1,1 after the push back player X action

    You need to ensure the array height is at least 2 or the column doesnt exist for the player Y.

    Run it in debug mode to see what is happening with the values.

    The main reason you should get used to manipulating a single array is because when it comes to importing a data file like the one you have provided it should be imported as is into one array.

  • Set the deceleration to 0. If the speed is not high enough then increase the max speed. If you want to keep charging forward at full speed then set acceleration to 0.

  • When you create the function in C3, you right click on it in the event sheet and choose to add a parameter and you create it there. Then in another part of the event sheet where you call the function it will request a value for the parameter.

  • They're not? You've unticked 'Default Controls' which is what would cause this as this means move with arrow keys.

  • Rather than function.param(0) the parameters now appear in the list and look like variables so you just type the name of the parameter.

  • 1. You use one array with 2 different columns, such as 0,0 and 0,1 then 1,0 and 1,1 where 0 is the X co-ord and 1 is the Y co-ords, you would push back X and then Y you need to set in the same row and for this you need to know the row's X value so use the array's width to work it out maybe array.width-1,1, where the X is set at array.width-1,0 when you push it

    2. You can pop the top row of the array as you push one in

  • Isn't the explosion going to hit both objects anyway? That means the on collision logic would work on both of the instances separately. Not sure what you're trying to do here. If you want to destroy the object being hit by the explosion then it should just be the first line of the event you have there. Surely the object being hit by the explosion is also the one nearest to the explosion so I don't understand the need for the other checks.

  • The problem you have here is the first condition limits the number of picked instances to 1, you cannot then pick multiple instances further down in the event. As mentioned above with the family picking is a good way of distinguishing it from 'itself'.

  • On start of layout you can set 2 instance variables on the player object to the player object's x and y position and then set these when you want.

  • Can I get some more info on the gameplay, not everyone has played that game. In general to access certain letters in text you use the tokenat expression, or you can just play sounds on key press.

  • I don't see a need to post it, you have events on one event sheet split into groups. You just need to remember to assign the event sheet to each layout you add.

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lionz

Member since 5 Aug, 2013

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