lionz's Recent Forum Activity

  • If you have checkpoint objects, it could have a variable ID where you number them. Using a global variable that tracks the checkpoint number you are at, by setting the global variable value to the ID of the checkpoint when you reach it, if you respawn you choose the checkpoint object where its ID is equal to the global variable value and then set the player position.

    Another option is to save the game when you hit a checkpoint then change its status so you can't save again, then when you die you just load the game, depending on if save games is the approach you want to take.

  • If it lags every time you click the mouse for that event then I guess it's from checking the LOS of 40,000 sprites.

  • Ok and the answer to the other bit ?

  • I don't see any logic related to calculating distance. What is cut off at the top, is that a group ?

  • So that is what I mentioned above, you are out of scope so the variable is reset. So you've now put the logic within the same event yes this should fix it.

  • lionz

    I don't have any other events that control opacity. Here's what I have for the collision event.

    And for the opposite to set it back to 100 ?

    Can you explain the gameplay of the game and what the border is ? Maybe there is a better way to achieve what you want.

  • Well it sets the angle/position once but the enemy moves...

    So you want the bullet to follow the enemy like a homing bullet ?

  • I don't think you can overlap a solid object you can only collide into it, though it is strange how the 'not colliding' event doesn't revert the opacity to 100, unless you have other events that control opacity? Can we see a screenshot of what you did with collision ?

  • I would check the user data folder or the project folder. Maybe somewhere like C:\Users\User\AppData

  • You can use a variable but easier than how you described, you add 1 to it (max 2) when the jump key is pressed, and reset it to 0 when you land. So if var=2 that means you are double jumping so set the animation when var=2

  • You can't do it with the same sprite because when you pick yourself the instances are reduced to only yourself. There is one way which is to put the sprite in a family and say when 'sprite' has LOS of 'family' then move to family (which would be another sprite in the end). This aids the picking process. The variable would have to be moved to the family level as family instance vars. Or the other obvious way is to make team B a different sprite.

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  • I'm surprised you can select the local var in the second event. Usually it would be out of scope. So the local var being used here is probably set to 0 is my guess.

    Try the same logic with global variables, is it fixed ?

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lionz

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