lionz's Recent Forum Activity

  • There's not enough info here really. Are you setting the value yourself? NaN means it's of the wrong type.

  • They are global and keep the same value when you go between layouts

  • Nope that's not what I was suggesting, I said to use the global variable you have for pause as a condition to block out the button click event.

  • Presumably you have an event which is button family on clicked, do something. You add a condition to this event that must be true for the click to work.

  • You would disable the click logic for the game buttons so wherever that exists add a condition 'pause = 0', that way they cannot be clicked when pause is 1.

  • Gonna need that file

  • Doesnt that function just run once at start of layout? You want it to play sounds as they get answers correct then it should go in the drop logic.

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  • I'm not seeing any logic that tries to play audio? Also better if you explain more about what's going on in the game.

  • Your current method will drive you crazy when you reach hundreds of layouts. I would do it by adding all choices into an array with IDs, the IDs relate to a row of the array that you would use to update the choices to when you choose something.

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  • I would make sure the layout is bigger than the viewport so it is able to scroll. After this you can check the parallax or scroll rate of the layer that the player exists on, if this is set to 0 then it won't scroll. Other than that, you'd have to share the project file.

  • To lock out all instances you can take a more general approach, so when you click on the object, set a global variable to 1. When the editing bit has finished, set the global variable to 0. Then on the initial click object logic add a condition that the global variable must be 0. The change to 1 locks out any more clicks.

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lionz

Member since 5 Aug, 2013

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