lionz's Recent Forum Activity

  • The original red ball that collides must have something unique to the condition as it sounds like all balls are colliding.

  • The usual response to this is to use a family, so it would be Red overlaps with Family where the Family is also the Red object, but for picking purposes it means you can use Family for the first ball and Red for the second.

    There is also something under system called pick nth instance where 0 and 1 would be the two instances in the collision, problem here is I'm not sure how it differentiates either one (could be IID). If it doesn't matter which is 0 and 1 then this could be a method you can use.

  • Again this will only loop through created instances, rather than check each object within a family. That's why I mentioned earlier it's probably not possible unless you check each individual object's count.

  • The above doesn't really solve the problem that is being asked, they want to know if every object that exists in a Family has been created, not to loop through existing instances that are already created.

  • You need to be able to save after the shop, or any time. Have a look at the Persist behaviour because it sounds like your problem is with the coin objects and their state. The Persist behaviour added to the coin means they won't reset.

    You can in theory save only the global variable in local storage each time and keep loading its value, but why not save the whole game ?

    If this still doesn't resolve it, please give a better idea of what the game is and the design around the coins and the resetting.

  • When you say coins to reset do you mean a variable or a number of objects? You should use a global variable as the value carries over between layouts and you can save any time.

  • Not really, you could check if a certain object type has count greater than 0 and then do this for each individual object.

  • Use on touch, tap is a different kind of action I think where the finger has to be released

  • Do you have logic that says to set its position to another object when clicked?

  • I mean some info would be good, some context on what you're talking about

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  • You set a variable that's never used, you use animation condition instead? I would keep it to the variable as it's easier to debug rather than checking if an animation is playing.

    Also for the downed enemy it might be easier to use a Family instance variable for example isDown then you can use the condition 'Enemy is overlapping button' and replace the LOS thing with 'Enemy isDown=false'.

    To debug this it's difficult, what you mentioned about disabling the collision is not shown in the screenshots so we can't know if that's happening at the time of collision. But yeah do the above and simplify it down to get rid of LOS and only use Enemies conditions to start debugging the problem. If disabling the collisions is part of the gameplay itself you could still use it but not as part of the conditions with the buttons.

  • You shouldn't really need the name. Why ?

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lionz

Member since 5 Aug, 2013

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