lionz's Recent Forum Activity

  • The above makes sense, you didn't show us where you set the animation. If it's not that then share the file!

  • The logic looks okay so it's only guess work without the file. Two things spring to mind. Are you spawning the boss object at the time you set that animation because the fade will start automatically on object creation unless disabled. Another cause might be the picking and you are referencing another boss object that exists and is playing the death animation.

  • There are actions to allow you to load all the objects for the game layout while in a different layout, but the question is why are you going from the game layout to an empty layout and back to the game layout? Can't you just use a layer to show whatever it is you are showing, I guess a loading screen? Sounds like you are just creating your own problems..

  • Hard to make it messy with only 2 events, I was expecting something crazy :D

    Anyway I would go about this by using Tile Movement behaviour because I've been using it recently and it's really cool. Your object would be invisible and you can use the behaviour to check if you can move to an adjacent tile. There is a condition 'can move to tile', the ones you cannot move to would be solid and the ones you can move to would be the current gridposition.x,gridposition.y with +/- 1 depending on the direction.

    You then move the invisible object (simulate control in a direction) to the next tile and mark it with the circle, and the conditions are then based on the new tile. Also a bonus for this is it works very well if you decide you want to make it a moveable character like in the video rather than clicking, so you could give control to the invisible object/player to move to only adjacent squares like in that puzzle.

  • Ah ok I imagined your game wrong, to spawn the stuff you just use every X seconds and not use the directional conditions. I realise it's firing the stuff down the screen now. You spawn the objects and set angle of motion to 90 that's about it.

  • If direction is 1, every X seconds spawn a bullet set angle to 0

    If direction is -1, every X seconds spawn a bullet set angle to 180

  • We need some idea of how you built the game. What determines a level? What do you mean by deleting enemies?

  • Export it as a debug apk and then transfer it over to your local device with a cable.

  • You can set collisions disabled if you want it to stop colliding. If that isn't what you want you'll have to explain what you are trying to disable it from doing.

  • Should be fine in the preview. Maybe your browser clears cache each time it closes?

  • When you say it does not exist, how are you tracking that and the outcome is what?

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  • On Chrome it's under history > clear browsing data > cached images and files. Other browsers have a similar kind of thing.

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lionz

Member since 5 Aug, 2013

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