lionz's Recent Forum Activity

  • What specifically do you need help with? All the events are with you..

  • I don't have a computer right now and won't have for a while, am just on my phone but didn't want it to seem like I was ignoring the post. Arrays do seem to scare everyone but they are fairly easy. All you are doing is pushing 12 numbers onto it and then picking a random number. But in an array you can remove the number you picked so it doesn't get picked again. I can't think of an easier way to do it but this way is super simple if you have looked at the array documentation.

  • Well random(1,12) is going to pick the same number sometimes, so you want it to spawn only once per imagepoint? My approach for this would always be to use an array with all relevant values pushed onto X then pick something from 0 to array.width. You then delete that X from the array so it can't be picked again.

    This could also work if something was destroyed on an imagepoint, you could add the number back into the array so it's selectable again if your game requires this.

    Also watch out with random(1,12) as that picks decimals so you probably want to use floor(random to get a whole number.

  • You could calculate the distance between the two so distance(player.x,player.y,object.x,object.y) to start with and the smaller the value the more points they get.

  • Hmm the logic seems ok. Maybe the object doesn't have a collision box? It's guesswork without the original file.

  • Add timer behaviour to player object.

    Have a global variable for shuriken ammo that starts at 5 and reduces as you use them. For shuriken reload you can say if ammo less than 5, start "timer" for 3 seconds, on "timer" completed add 1 to shuriken ammo. So if shurikens are not full it will keep adding more ammo until max is reached.

    For shuriken fire have a global bool variable that is set to true by default, which means you can fire a shuriken. You can say on shuriken fired (button pressed), start "timer" for 2 seconds, and set bool to false. Then say on "timer" completed, set bool to true. This locks out firing of shuriken for 2 seconds.

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  • You have a global variable for attack damage and when you pick up a soul you add 1 to the same global variable. So it could start as 3, when you pick up an object it becomes 4.

  • It's your events we need to see if it's not doing what you expect.

  • Your current logic will create the flame at image point 0 on the plane, I guess that's still in the centre? If you created other image points then the simplest way is 'flame set position to another object' where you can select a different image point.

  • Ya it's just getting a little confused because it's all happening in the same tick. If you pull the car has defect checks into a function, and after you've created the parts add a small wait or timer before calling the function then it's fine.

  • I did some investigation. It's because you don't update HP_Max until the enemy dies once. The initial HP_Max is 0 so your calculation for starting animation frame always ends up as 0.

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lionz

Member since 5 Aug, 2013

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