lionz's Recent Forum Activity

  • Do you mean layouts and no they shouldn't reset if they are global, unless you tell them to reset. Are they instance variables? It's possible you've got an event that states set to 0 on start of layout which applies to all layouts.

  • Assuming they are still in a family, pick random family instance, family is on screen.

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  • 'something isn't right' hmm not sure what you're expecting anyone to do with that information share a capx?

  • On the layout properties set 'Unbounded Scrolling' to 'Yes'.

  • There are many tutorials to help you with saving to local storage. You are probably looking to save the MaxAchievedLevel global variable. Take a look at this tutorial and save this variable instead of Score. https://www.scirra.com/tutorials/9440/h ... al-storage

  • Use a variable as a condition.

    On player touched, var = 0, > open map, set var=1

    On player touched, var =1 > close map, set var = 0

    You might need to put a small wait in though as due to C2's top down structure, it'll set the variable true for both events reading down.

    You're right that simply setting the object invisible will not disable it. For a button you'll need to set it disabled. For a sprite you can disable it's collision.

  • Based on this logic you shouldn't really be encountering these issues.

    On created set hp will set hp only for the instance that was just created.

    The on hp less than or equal 0 check should only pick individual instances.

    Can you post a screenshot of the events because everything seems right here.

  • C for condition is technically an AND event. To make it an OR block you right click > make OR block. This is all in the same event, you don't need sub events.

  • Each background related to a variable value, varBG=1 = sunset, varBG=2 = valley etc. Have a global variable that is a score accumulator and reset on every 10. When globalvar = 10, choose(1,2,3,4,5) however many backgrounds there are, it'll choose a random number. You could run a function with this value as a parameter, a change background function where if 1 is chosen it chooses the sunset background, 2 it sets the valley etc.

    You don't need to determine which background to fade. You can put them into a backgrounds family with a family fade behaviour. Then just before the change background function you can select family > fade.

  • I don't think I've ever heard of someone trying to do that, 4 players on the same mobile, not taking it in turns but playing at the same time? Sounds crowded. if i were to do it i'd split the screen into 4 and have 4 invisible sprites over each section, when you touch anywhere on sprite A, player A can move to any x,y within that area, touching sprite B only moves player B to any x,y within sprite B etc

  • You set the frame after creating the object. Unless you pasted the logic wrong in here.

  • Yes you can. The game is set to time scale 0, but you can individually set objects to other time scales. Use system set object time scale 1.0 for that object.

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lionz

Member since 5 Aug, 2013

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