lionz's Recent Forum Activity

  • Love the release date

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  • Well technically you do still use 'on key pressed' to determine if it was pressed, because something will action if that key was pressed meaning it's true. There are loads of approaches. You could do it with 2 variables, one which changes whenever you press a key so on A pressed, set it to A. You check this against another variable which is the "correct key", so if the correct key variable is "A" and you press the A key then both of those variables would be the same and feedback you pressed the right one.

    As for spamming again you could use those 2 variables in a different way. Set the "correct key" to be spammed to "A" and ensure this time that it always matches the other variable when a key is pressed. If it differs then they pressed another key.

  • You should be using system save when you return to the level select screen

  • You add the keyboard object and use 'On key pressed', does that resolve it or were you wanting something else?

  • If 'timer' is a global variable then I'm not sure how it can revert to a 25 unless you set it to this on start of layout. Just use on start of layout set global variable 'timer' to a value, should be fine.

  • What are you using for the 'timer', every X seconds?

  • Our arena wave game is starting up, decent progress in a few days. We hope to release on Steam. You jump out of the pod in the middle and move a little guy around to pick up upgraded weapons.

  • Female_main set position to an object (player), then pin

  • Too late, it's past your deadline now :P

    You can upload C3 file to dropbox and create a share link or something like this.

  • You activate and deactivate groups with their name. I don't think it has any other use?

  • I fixed it up a bit as I realised I needed to make it suit all scenarios in the game. I've made it so it doesn't add moves if you're pushing a block or against a wall, and also sorted a bug out where you could spam keyboard presses for multiple moves.

    dropbox.com/s/mt7ns70vmkehcuo/move_push2.c3p

  • So there's no problem going against the wall, I would revert back to the original logic. Looks like the bug is because it disables the solid behaviour on the blue box but enables it again in the same tick so in this time you are counted as moving.

    Try this method instead of enable/disable solid, use the grid position of the blue box as a condition and say if on pressing left and grid position of blue is not grid position of player-1 then move or add to moves etc. Another method is to use 'can move in direction' but make sure its 5 pixels or more because of what you've done with the collision boxes.

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lionz

Member since 5 Aug, 2013

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