lionz's Forum Posts

  • Hiya, the trigger once sounds redundant and I think you've put it in the wrong place. This sounds like it should work though, when you say won't stop falling do you mean it keeps playing the fall animation? If you share a screenshot of the events it may be come obvious as to why it's not working.

  • Yep, no problem. ^^

  • Hiya, putting a loop inside a function isn't a good idea as it just calls it once. I've made an example here using a variable which works, take a look.

    dropbox.com/scl/fi/wnqlr4j5blxxrav4m9u6m/array-inventory-animation-frames_edited.c3p

    notes: borrow the logic but do not use the file going forward as I deleted some layers to allow editing, note that I used 'array.width' which is the number of X values in the array and I used 'loopindex' which is the current number of loops

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  • The layers aren't global but the objects are. A bunch of objects in the Moving Objects family placed in the level are set to global with the tickbox, especially obj_docks_objects_01. That's also why cutting the code down won't have an effect, you need to uncheck the global setting in object properties as the problem is with the objects.

  • What are you trying to change?

  • I would use logic such as on overlapping/collecting penguin, set a global variable itemPeng=1

    Then when you get to the final screen, you compare everything that is set to 1, if itemPeng=1 then make the object peng on the final screen visible.

    This allows you to have the final screen setup in a way where all items are already displayed in the boxes where they should be but made visible/invisible depending on if you have collected it. The global variables allow you to steer clear of using global objects, persist behaviours and instance variables that can become unreliable when used for something like this.

    If you want to get a bit more complex and you're displaying them in the order that they are collected in the game then it kind of becomes a real inventory system. Arrays are good for this, as one is collected you 'push' the item to your inventory array which is a list of items. When you reach the final layout, each object would be displayed according to their position, so the first space is 0,0 of the array, second space is item at 1,0, third space is item at 2,0 displayed in the order they were collected.

    There are a few ways to handle this, just better not to use the method where you are pulling the actual object through the game with you, I would use global variables for a simple method, and an array for a more complex approach.

  • On hit - so before you decide the damage amount done to the enemy

    Set local variable to floor(random(100))

    Sub event > local variable less than 25 > add extra damage

    else > do normal damage

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  • Individual layouts are usually levels and you use 'go to layout' to transition to a new one. Or some users will build levels in the same layout which involves some logic with spawning objects or loading tilemaps. Simply put if your level 1 is on layout 1, on reaching the end you would have 'go to layout 2' and then layout 2 would be level 2.

  • Great! 'at' me to beta test it when it's at a testable phase :)

  • Looks great, I want to play it mmmmm

  • Hmm there's a lot more complexity coming your way if you're attempting a turn based RPG, what is the drag and drop element for?

  • When you do damage, pick a number from a range and based on the result decide if it's a critical hit, for example floor(random(100)) will pick an integer from 0-100 (not including 100). You could then say if the number picked is less than 25 then its a critical hit, for a 25% chance of a crit hit.

  • Hi, what you're looking for is in the behaviour's properties set 'Rotate object' to No, the default is Yes.

  • Yes PMs went missing due to the privacy stuff, Tom/Ash posted about it somewhere, but I do miss them ;_;