lionz's Forum Posts

  • Depends what the conditions are for running, but you add a condition like 'key is down' then set animation to RUN.

  • If you have all the dialogue at Y=0 column and the animation names at Y=1 column then the dialogue is array.at(loopindex,0) and the animation name is at array.at(loopindex,1) when in a for loop to run through the array. If it's slower than this you could put it in a function and replace loopindex with a parameter variable that increments and you add 1 to every time you call the function.

  • Origin is not part of the selection so it must not be finding some of those image points for some reason and reverting to it.

  • Use 'choose' instead of 'random'

  • It's a desktop game right so should be fine, I don't see a problem.

  • Depends on memory usage, you could probably do several rooms in a layout if they are the same theme then use other layouts for other levels.

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  • Depends if you managed to run the dialogue in an efficient way from the array but if you are running through it in one event using loopindex then you could put the name of the animation used in an adjacent column and as you play the dialogue you can set the animation to the array.at() which would be one event.

  • You can have conflicting conditions that happen at the same time and try to play more than one animation, it is a common problem. You have to add extra conditions to make sure it can't happen, such as adding to your movement controls 'is not jumping' so that it will play the jump animation.

    When you are attacking you can set a variable for attack. Then you add to the movement controls and anywhere else it might conflict, 'is not attacking' so that the attack animation plays when you are attacking and the movement plays when you are not attacking.

  • Do you have another sprite stuck to the player that is a box? Hard to guess without the file, I would share link to the file if you want it resolved :)

  • Is the player using an animation? The custom polygon should be applied to all frames of the animation.

  • I have to guess but it looks like it is choosing the same spawner when you pick a random instance before it is destroyed. Add logging with the Browser object and record the spawner.UID to see if it is the same one being picked each time when this happens. Also the instance variables on the Dummy object could just be global variables from what I can tell.

  • Try it and see if it helps

  • It's the same although you could say the timer behaviour is more convenient. You can use either one.

  • I will check it out but you were already there pretty much with the logic from your first screenshot it was just about tweaking a few things.

    For Player.Y it is set at array.width-1,1 after the push back player X action

    You need to ensure the array height is at least 2 or the column doesnt exist for the player Y.

    Run it in debug mode to see what is happening with the values.

    The main reason you should get used to manipulating a single array is because when it comes to importing a data file like the one you have provided it should be imported as is into one array.

  • Set the deceleration to 0. If the speed is not high enough then increase the max speed. If you want to keep charging forward at full speed then set acceleration to 0.