lionz's Recent Forum Activity

  • You use trigger once strangely. You're supposed to put the action next to the trigger once event, like on the same line for it to trigger once if you put it as a sub event. You don't need to do this if you have it as a condition as there won't be another line anyway. There are a few tweaks you need. In achievements bring achievement 1 down to the trigger once line. Event 7 where you're adding 10 to magnashield you need to make that trigger once only as well. If you run this in debug you can see the global variables that are increasing massively because the events are constantly true and weren't triggered once only.

  • On gameplay-player event 14 the balldeath function, it runs it several times while those things are true. Add a trigger once sub event for calling function balldeath

  • There are a few ways. When you do player on collision with wall, that particular wall then becomes the picked object. You could then use a sub event to compare if the wall instance variable 'grab' is true or false and go from there.

  • Nope they won't work. Alternatives were discussed in this thread :

  • You've got some conflicting logic there, remember it's greater or equal to lower and less than or equal to higher, so 50 and 2 are true for at least 2 of those scenarios. Youll probs want 50 and 100, 4 and 49, 0 and 3.

  • Using is between values:

    If Value: random(100)

    Lower bound: 50

    Upper bound: 70

    That checks if the randomly generated number is between 50 and 70. So for the first event I guess you need to use this for between 4 and 49.

    The condition works like this : Test if a number is between two values (greater or equal to a lower value and less or equal to a higher value).

  • System > General > Is between values

  • Yeah you just use enemy instance variables not global variables. On enemy 1 you have health, speed etc. You could also have a phase variable on the enemy. Then in your code you set if phase is 1, set all the variables to this. If phase is 2, set all variables to this. It looks like you are setting the instance variable values to the value of a global variable, I would base the values on what the enemies are doing and what phase they are in. They will have a default and then anything after that can be based on phase.

  • Sounds are not released from memory once preloaded or played, they stay in memory so that they can be played again without delays. So 'can a common played sound be kept in RAM?', yes it is automatically. 'If it is a rare played sound can I remove it from RAM?', nope. 'How long does the reloaded sound stay in RAM?', for the rest of the game.

  • Spawn at random xy. If on created, it is overlapping another object, destroy, run spawn at random xy.

  • Correct you would have to create multiple events...so what do you need help with?

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  • If enemy phase 1, set enemy variables to 250/2. If enemy phase 2, set enemy variables to 300/3

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lionz

Member since 5 Aug, 2013

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