lionz's Recent Forum Activity

  • The powerup object has a text variable powerup.name, there you give it a name.

    The code is powerup on dropped, is overlapping slot, set slot.equipped (which is a text variable) to ""&powerup.name

  • try on click, set variable to choose(0,1,2), if variable = 0 , spawn red, if 1 spawn green if 2 spawn yellow etc

  • Salman_Shh I have no idea what's going on in that gif but it looks interesting xD

  • Salman_Shh have you ever released a game somewhere? Your characters are always so groovy.

  • Families also have instance variables so use them, when an enemy collides you do family.damage, and the hp of the enemy is family.hp.

  • Well you would have on arrived > find path to tree, but you will need something to decide which trees he is picking. If he goes to the closest one each time you can do pick nearest tree to player > find path to tree. With that though he will always pick the one he is standing on, so you will need to take the trees he has arrived at out of the route, so when he arrives at a tree you could toggle a boolean on the tree to true, which would mean find pick nearest tree to player where tree.bool=false > find path to tree.

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  • What I mean is have slot1.powerup as an instance variable.

    The powerup object you are dragging has its own instance variable powerup.name.

    Then when you drop powerup onto the slot, on dropped you can set slot1.powerup to powerup.name.

    There is no need to list 16 powerup variables on the slot, just have an equipped powerup which is a name of the thing that was dropped.

  • Normally I would say use an array but for a simple inventory system like this then the variables could be enough. You drop a powerup onto one of 3 slot objects, the slot instance variable takes the name of the power up, you could then use this name however you want : set the animation of the slot to show the powerup, when you use it refer to the name in events.

  • Bizarre question, just set it in the image editor.

  • A layout resets by default right when you enter it so what do you have going on so far to stop enemies being created on entering a layout, persist behaviour?

    Is it one layout or several layouts?

    Do more difficult enemies spawn or is it the same enemy type?

    What should happen if you progress without killing the enemies and go back?

    What happens to enemies that you haven't reached yet that are beyond the save point?

  • Global variables, or an array.

  • Pathfinding behaviour doesn't work like that. You will need to add a trigger once condition on the left so it doesnt keep finding a path. The find path action can remain. Then you need a new event, redcultist on path found > move along path. You can find more about that behaviour in the manual.

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lionz

Member since 5 Aug, 2013

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