lionz's Forum Posts

  • Hiya you are looking for the 'Persist' behaviour. Add this to the collectable object and they remain destroyed when you return to the layout.

  • Without seeing the events can only guess you are missing a 'for each enemy' in the condition.

  • Do you have just one sprite? Otherwise it doesn't know which one to pick and you must specify on end of layout.

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  • What is locx and locy that you're comparing to? What are their values? Assuming they are set somewhere and correct, maybe check the array itself. The screenshot is of the array file and not the array, did you add the data to the array correctly during runtime?

  • A container is where individual objects are linked as one object, so when you create the base, it creates everything else too. Then when you reference the objects it knows automatically which base or head is linked to it because they are in a container. Only possible problem is if you destroy one of the objects then they are all destroyed. Even if it were to be unpredictable I would go with several animations that you can choose at random, it has to be easier than trying to animate these connected sprites.

  • I mean it looks interesting and all that but generally this would just be one sprite with an animation rather than lots of sprites pinned together in a rope style, is there a need to do that? The bones are going to be hit separately in the game? If you need to link the other objects to the base in some way you can assign them a variable with matching values, or you can add the base and head to a container where they are automatically linked and created but this might not be useful if you are creating extra objects and you want them to be destroyed separately.

  • The object is in a different layout so it wouldn't work. You can store the animation you want for the player as a global variable, then in game layout - on start of layout, set player animation skin to global variable.

  • But what is the issue you are having? Maybe I can assist in a more general way. If the problem is that the object does not retain its skin between layouts then you can set a global variable string to the animation name and set it later.

  • You can put them on a layer which you don't need to edit and then lock the layer

  • That's not for anyone else to answer but yourself, you design the game and where the player saves their progress.

  • You described well what you did but I don't think you said what the problem is although I am translating. If you cannot set the skin for the player and are using instance variables that do not go between layouts try using a global variable for the player.

  • Save game is what you're after, it saves the state of the game including the many objects you have. Not sure I can explain it any other way.

  • So you have it triggering how? Share the event or describe it.

  • The persist behaviour itself saves the sprite's status when you go between layouts, that's what it is for. If you want to save the sprite after you close the game and load it again then you use system save/load.

  • Not got time to check the file but in general terms you would say if ns greater than 40, set ns to 40.