lionz's Recent Forum Activity

  • Do you have other events that change the boss speed or set the run animation? With just those events shown it should technically work.

    A way to completely avoid trying to play both animations at the same time is to add a condition to the 'is moving' event which is 'tired animation is not playing' so it will only play run when tired is not playing.

    However it would be good in this case to find out why it's still playing run anim when speed is 0, so that's why I asked about other events.

  • You didn't show us where you set it to disabled. If you mean the player always starts as var=disabled then maybe you have more than one player instance and it's picking the wrong one or there is a small typo. I would instead use global variables.

  • There I made something dropbox.com/s/kswepaunmu9ygtd/platformturn.c3p

  • Well your condition sounds like if both turn animations are playing at the same time which is not possible so that needs to be an OR. If the turn works mirrored then you can just set one turn animation and work with mirrored, that's why I mentioned it above. Remember also to add the condition when pressing left/right to start the turn about which way you are facing or you can keep pressing the same direction and it will spam turn.

  • I think Wario is instant like Mario but the other game I checked out and see what you mean. My approach would be something like have variables for facing direction or you can use 'mirrored' condition, then if you are for example facing left, you say on right key pressed play right turning animation. Then for normal walking of the right key down you add a condition 'right turn animation not playing', so it only plays normal walk if you are not in the turning animation.

  • Wouldn't a turning animation slow the game down? A player wouldn't want to wait for the character to turn before moving, that's frustrating and it should be instant.

  • It's because there are 4 player Sprites on top of each other.

  • Yes makes sense, you are using rows/columns in a reverse manner to how I do it but still has the same result.

  • set text to array.at(array.curx,0)

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  • For the array you can add an instance variable (var1) to the clickables where the value relates to the array row so first one is var=0, second one is 1, third is 2 etc. You then need a second instance variable on the clickable for its colour (var2) like gray/orange or 0/1 which would change when clicked (probably logic you already have in the event sheet as it changes to orange)

    To toggle the colour and update the array you would use - clickable on clicked, set array.at(self.var1) to self.var2. To update the clickables together when you load data into the array you can use - for each clickable set var2 to array.at(self.var1).

  • Hmm not sure, that's entirely different to the question from the original post. You could post again asking about scrolling and maybe someone can assist. If you have to scroll though you may have used too many save game slots.

  • I'm not sure what you've done here but usually the scroll to is on or around the player object

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lionz

Member since 5 Aug, 2013

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