lionz's Recent Forum Activity

  • without going too deep into it until we make some tweaks I think the main thing you are missing is an 'Else'. When you jump on the shell I think you want to do a one time check of what the state is at that point but based on your events if something else makes the status change as it is running that event you can end up with running more than one condition, so for the 4 state conditions under 'on collision with shell hitbox' you should add an Else at the top of the conditions that are meant to be an if/else type of logic so it only runs the one condition.

    When that is done, you can start to tidy up any other logic that interferes from the other events. Also adding Browser Log I find useful for debugging to check what is being run and in what order.

  • - for the family you just add 'card' to a family on its own. Because you won't be able to use 'card overlaps with card' or something like this, you can use one card as 'card' in the comparison, and use the other card as 'family' in the comparison, this allows you to distinguish card A and card B separately for whatever you need.

    - if you are having trouble with the picking it would be better to see something visual for how the game works, if something like 'on card clicked' is not enough to pick out the card.

    - for the final part you mentioned, it should be resolved by using the above card vs family - if card.variable=family.variable, where card is card A and family is card B.

  • I still can't get it to work. I thought I could change the direction platform behavior objects fell and that would make lining up/setting the cards easier, but I couldn't find how.

    Using instance variables didn't really make it work. I tried using frame tags too. I am not sure how R0J0hound recommended. The problem right now is that I can't figuere out how to make it so that cards that have the same variable/frametag/are-in-same-animation-and-frame to interact the way I need them to without interacting with every version of that object.

    In general it is to do with picking, you narrow the picked instances with a condition such as 'on object clicked' or 'variable=n', otherwise it picks all instances. In terms of merging, because it is difficult to pick card vs card that's why the suggestion comes above from Rojo about using card vs family to specify object A against object B.

  • why would you change colour of the text on an object you are immediately destroying? how do you know it destroys it 'at the end of the loop' if it is running every tick, it would just look the same no?

  • You should set up some instance variables on those cards so you have more control over what's happening particularly the level of the card. I don't know your upgrade mechanic and how outcomes are created but if for example you want to combine 2 cards you could only allow if a lvl 1 is selected to click on another lvl 1 card, then combine into a lvl 2 so destroy both then create a new lvl 2 card and pick the frame at random 3 or 4.

  • Nice! good luck!

  • put the backpack on the HUD layer

  • The globals can remain in one sheet so it must be a different problem. The events that modify the globals need to be on an event sheet linked(included) to the layout you are on.

  • You could give the dummy two variables one to say what it is assigned to, unit or building, and another to track if it meets the condition of being close to a unit. Then if the dummy is of type 'building' and var unitNear=true then don't target it by a condition on the main target event.

  • Not sure what went wrong here but you definitely can set the string in general. Are you trying to use 'current.layoutname' specifically because you just need 'layoutname'. Is the variable of type string? If it's number it would produced NaN as a result you can see this in debug view.

    Or possibly it is to do with how your event sheets are linked, it may not be reading the event at all or running it (though if you say a number worked then maybe it is running it). You can also share the file if you need further help.

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  • Forgive me if i'm thinking about this all wrong but isn't dragging both axes simultaneously just default drag and drop behaviour? The locking to one axis is the custom behaviour which you want to remove.

  • It doesn't really like on animation finished, for a looped animation. If you remove 'looping' from swing animation in the image editor it is fixed.

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lionz

Member since 5 Aug, 2013

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