lionz's Recent Forum Activity

  • That's correct, let's see a screenshot of how you set it up. The order is on start of layout, sub event : pick random instance of marker > action : set player to marker.

    If you have the actual event set up correctly then the problem could be with a number of things, maybe the markers haven't been created yet when you go to pick one etc.

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  • Oh right, well that should be fairly easy. This project uses some kind of wait of 0.33 seconds then stops the player, take out the wait and you will move constantly. As for stopping by a wall, you can copy the logic the ghosts are using for checking they are offset against a wall and apply it to the player. If you understand the project file then should it be fairly easy to tweak.

  • The pacman template is just like the pacman arcade game and moves on a grid, you are looking for a workaround to accomplish what exactly?

  • You can use line of sight to detect when they are approaching each other and based on their angle have them start adjusting their angle slightly away in either direction. You could also do an overlap at offset check and if they collide then have them start angling away in either direction, or you can use vector Y to move them up or down the screen to avoid each other if that doesn't look too weird. I wouldn't use pathfinding for this.

  • My only experience was with those 3 roles where I was the back end and kept the capx, while the artist sent artwork with correct dimensions etc so he only needed to see the end product and demos for review. The level designer exported tilemaps as json which I imported and set with an array, so only the programmer needed to work on the master file. That was with a tile-based game though.

  • You'll need to use instance variables on the spawner object itself rather than a global variable. You have spawner.var is the count of enemies spawned. If one has LOS and spawns an enemy then add 1 to spawner.var, with the condition that spawner.var is less than 5.

  • Instead of making them spawn on the original position of the spawners, make them spawn on the current position of the spawners.

  • What is not happening that you are expecting to happen? Also for less risk I would use global variables instead of instance variable on the player object for any inventory.

  • Depending on what side you are getting punched from you set player vector x to player.x-50 or player.x+50 to move the player (the 50 is a random value of distance), and I guess you lower the deceleration so they appear to glide rather than abruptly stop.

  • You can alter 'playback rate' in the audio object.

  • Do you have a video of the gameplay?

  • It's because when you press space to set an animation, one of your speed checks is always true and overrides the one time setting of that animation. You'll need to set some kind of character state by way of global variable when the character goes to punch, and under the speed checks say when character is not set to punch, so the punch animation can play. You then have punch on a timer so say after 1 second you set him back to not punching, the other idle animations would then take effect.

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lionz

Member since 5 Aug, 2013

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