lionz's Recent Forum Activity

  • Great you figured out that bug so I don't have to, looks good!

  • Expected movement is exactly like this: webmshare.com/play/RLLeA

    if I place the 3rd object, the 4th and 5th will move one step to the left, and a new object will be added on the right side of the panel.

    Yes you described it well so I think what I suggested should work there :)

  • I see you added array to the tags there and this would be my guess, when you collect a photo you add it to the array. This leaves them in the order you collect, as you cycle through the gallery it has preset objects for displaying 0, 1, 2, 3, then you add 4 to each value to display the next row i.e. array.at(0) would become array.at(4) - a variable on the object itself used for the x. If array.at(x) is empty you can make them invisible when it is displaying the last few.

  • Add the objects to a Family and also use a Family instance variable for position.

    Randomness depends on what is allowed in your game. If it can be any object in the family and repeated then you can just 'create family' repeated 18 times, each time add 1 to the position variable and add +distance*var to the X position.

    For the sliding, assuming the above that they are all numbered in order due to family instance variable, when you destroy 'Family' store the family instance variable in a local variable, then pick all 'Family' objects where var is greater than the local variable and set their X to self.x-distance, or use move to behaviour to set their position and move them to self.x-distance.

  • You can have a global variable that counts up, add 1 every 1 seconds or somethin, then have conditions like GV=240 set the pathfinding speed of the enemy to a higher value. Use a variable also for the enemy wait time and you can lower this at the same time.

  • When you said you mouseover the button and pull the description from the array then it should be simple no ? Or how are you reading the array ? If they are global variables it should be easy.

  • Probably the RPG. For the fighting game you will need some animations and collision detection for it to make sense. A platformer is probably the easiest to try.

  • Hmm ok I didn't understand aspects of the design so for me it looks fine on the detection so it could be specific to their phone or they found a bug.

  • You only need one action per replaced string (set text to replace it) but not one event per description

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  • Why not test it on the mobile if you are releasing it for mobile? That seems like a blunder. Check it out yourself on mobile to see the issue I guess ?

  • I don't think you did a great job of explaining the bug but from what I understand it looks like a code issue not device.

    For example just looking at level 60, it seems completely broken for detection but that's on your events.

  • I've managed this before by using Replace(), check the manual. So if you say "Fireball does %dam% damage" in the array, on the mouseover/set text events you can replace %dam% with the damage variable.

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lionz

Member since 5 Aug, 2013

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