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  • Put the objects on a layer set to 'Global=Yes' then, every time you use that layer, on loading the layout all of the objects will be in the same original place. You can make this global layer on its own layout too, that is outside of the game flow. Position your objects here and make it global.

    Edit: Just realised, if you're talking about purely so you can paste them into view to mess around with in layout view, you could lock all of the layers except the one you want, Ctrl+A, copy, paste in new layout.

  • It's because you set the object on the global layer to global so every time you switch layout it's doing the following :

    Go to Layout 2 > Load Global Layer with Global Object 1

    Go to Layout 3 > Load Global Layer with Global Object 2, Global Object 1 remains as it is global

    Go to Layout 4 > Load Global Layer with Global Object 3, Global Objects 1 and 2 remain as they are global.

    If the HUD elements are going to be updating between layouts and it's important that they persist then just make every object on the HUD a global object. If you want to do it with a layer then do not make the objects on the layer global, only the layer.

  • Well it sounds like it is working except for the very last bit which could just be a few tweaks with the logic. Does the pathfinding work if the enemies are actually spawned inside the layout with the current logic? i.e. is the pathfinding logic working on its own? Does it work for a single enemy?

  • On clicked

    If frame0 > Wait 0.1s > Set frame1

    If frame1 > Wait 0.1s > Set frame0

    Something like that you mean?

    If you're just using a single object you can use 'Compare Frame' > 'Set Frame'

    The wait is so that the variables don't try to change each other at the same time and you get stuck in a loop.

  • I assume they have the same name and are 4 of the same object in which case updating animation will update for all. You need to create 4 separate objects (right click-clone object type) and they can have separate animations. Alternatively you can pick by UID of the 4 objects and set different animations that way. If you've done something different to this then please post a screenshot of the events.

  • OMG this looks amazing. Use it to make a rogue-like RPG, I love them

  • What are the enemies pathing towards? Can you just set it to move towards the thing without using pathfinding? i.e. Set Angle. There's a ghost shooter tutorial level where monsters spawn outside of the layout and move towards the player without the use of pathfinding. If you definitely need pathfinding then have them move towards the central point of the level until they are inside the layout then enable pathfinding?

  • Do you mean still have them selectable if you were to click/tap on them if a power up is not on top of them? I guess so, because otherwise that doesn't make a lot of sense. You can check to see if you are touching a powerup first, which stops any other logic being processed. If you are touching a powerup then activate that, if you are not touching a powerup then check if you are touching the sprite below.

  • Yeah was taking a look into restart but I didn't suggest it because it didn't seem to work for Fade2 because you can't restart the fade out, it still gets stuck. Might be good enough for what you've made though if it ends with that Sprite 1 Fade.

  • This question gets asked a lot and I always link to the solutions in this thread :

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  • This question gets asked a lot and I always link to the solutions in this thread :

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lionz

Member since 5 Aug, 2013

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