lionz's Forum Posts

  • There's a system compare for 'in between values', use that for between 300 and 400, between 200 and 299.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Put it on its own layer in the inventory layout. Make this layer a global layer. Now if you add this layer to other layouts the inventory will appear and you just make the layer visible/invisible.

  • You can pass parameters through a function like that but I don't really know what your game is meant to do. Your logic had you selecting a character and then having them move on right click to a position so I just based my logic off that.

  • There you go, 3 events for all characters : https://dl.dropboxusercontent.com/u/495 ... chars.capx

  • You could probably do it all in a few events with families. You would use a family instance variable for the selected character, set this to true when they have been clicked on or selected at the start of the game. Then you could say character(family), selected=true, find path to mouse.x,mouse.y, character(family) move along path.

  • You could initially create the coins based on a global variable being 0 and if they are collected set it to 1, so when you return they won't be created.

  • 1. You have all 5 objects created but 4 are invisible, so you are actually dragging 4 of them before the visible circle. Check in debug preview.

    2. Same problem as above, there are invisible shapes you can drag around.

  • You can 'Pin' the collision detector to the player, will that do what you want? Or is this something to do with the movement of the player, you want it to move in grid style?

  • Give them the Persist behaviour or make them global objects.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post