lionz's Recent Forum Activity

  • The events are missing major parts of what I suggested. Where are the conditions? You can be moving left/right and 'colliding' with the bar. Also use set Y not set XY.

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  • Did you use 'is overlapping' the bar? because you can still be overlapping it when you press S so it's stuck in a loop.

  • Yes object.count

  • Have a grab state, since it is player can be a global variable I suppose, a bool isGrab

    Player on collision with bar and isGrab=false, set isGrab to true

    On down key pressed and isGrab=true, set isGrab to false

    if isGrab is true, set player Y to ?, where ? is some value that makes it look like you are hanging from the bar

    Don't use pin, you can't move with pin...

  • You could set the player Y to specific value and add a grab animation. Then as you press left/right to move you keep the Y the same so it's like he is hanging. You give the player a 'grab' state, so when they press down while in grab state they will drop from the bar and return to normal platform behaviour (no fixed Y).

  • Set the bullet angle of motion. 0 for right, 180 for left.

  • Usually the title would be one text object and you set the text per layout so naming shouldn't matter, it would be called txtTitle or something.

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  • Nice one! I loved that game on the sega genesis. Would also scare the hell out of me.

  • You need to give the enemy 'states' which can be an instance variable. Based on the states you can set the animations but it is the state variable that is most important.

    In a function :

    Set enemy.state=idle

    Wait 4 seconds

    Set enemy.state=shoot

    Wait 3.6 seconds

    Set enemy.state=idle

    Wait 1 seconds

    Set enemy.state=patrol

    ---

    Enemy on collision with player AND enemy.state=patrol

    Set enemy.state=melee

    ---

    On animation melee finished : run function

    --

    This becomes more than a small problem when you have more than one enemy in the level.

  • It spawns all of the sprites before the function and then the function runs once. A better idea than for each here might actually be to use 'on sprite A created' : function. Because it will run for each sprite A spawned and correctly pick the sprite A information for the function.

  • You've asked it to run once. On loader complete is a trigger event which happens once and then you run the function once. To run it for every instance you would have to use for each instance, which you should probably do in this case, your function will not pick the Sprite A correctly there.

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lionz

Member since 5 Aug, 2013

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