lionz's Recent Forum Activity

  • It sounds like you're looking for :

    DOG is overlapping FAM

    sub event- condition DOG is SHED(true) AND FAM is SHED (true)

    You add them together so they both must be true / matching.

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  • It's using the event sheet Level6Events which tells it to go to level 7 when you click next level, should be using Level7Events i guess.

  • That's how you do it because it's using real seconds. You could make use of the Timer behaviour too but that way is fine.

  • Awesome game, I've shared with my colleagues and they love it. We look forward to your kickstarter in June.

  • > Nobody said anything about mental problems, I'm asking why you want to have sub folders for family objects. If for example I have some families "Enemies" "Characters" "Weapons", I can't think of a sub folder I would need to create to categorize it further.

    Example:

    > 
    Folder:Tools
    Family: Guns
    -Lasers
    -- ********
    -- ********
    -Shotguns
    -- ********
    -- ********
    -Rifles
    -- ********
    -- ********
    
    Family: Melee Weapons
    -Swords
    -- ********
    -- ********
    -Daggers
    -- ********
    -- ********
    

    In my game I would just have a family called Guns only. If I want to define different types of Guns I use family instance variables. However, if someone really felt the need to have a family called Guns as well as families called Lasers, Shotguns and Rifles, I'm still not getting why they need to go in sub folders. Seems redundant.

  • Nobody said anything about mental problems, I'm asking why you want to have sub folders for family objects. If for example I have some families "Enemies" "Characters" "Weapons", I can't think of a sub folder I would need to create to categorize it further.

  • I mean why do you feel you need to categorize families?

  • Not really understand the events you've written but with animations you have to be careful that several things are not true at the same time or it'll cancel out one of them and you'll never see the animation. If you have an event that says on crouch button pressed, play crouch animation then it'll always play it when crouched regardless of any other buttons pressed.

    You can filter it out with variables/states for the player. When you are crouching you say player isCrouching=true. Then you have logic isCrouching then play crouch animation. If you also press attack then you have logic isAttacking=true. Then you can have an event if isCrouching and isAttacking play crouch attack animation. The previous event for isCrouching=true then becomes if isCrouching and not isAttacking which would just play the idle crouching animation. It's just about making sure more than one condition is not true when you are playing the animations.

  • You've put it on a background image, Scroll To Behaviour is usually put on the player so it follows them like a camera. You can't have it on both, disable the background one.

  • You should be able to do that, for example if you have GameOver1 and GameOver2, you can Play(by name), "GameOver"&player

  • It's easy to do with events though and shouldn't take too much longer with conditions, if player=1 play a sound, if player=2 player another sound.

  • The folders are for organising objects in the editor, not for referencing in events.

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lionz

Member since 5 Aug, 2013

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