lionz's Forum Posts

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  • Yeah we can move this to PM as it will just be gaining assistance with instance variables.

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  • Pick instance refers to picking instances of objects, so a specific Monster object. Instance variable is a variable of a particular instance.

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  • Hi, there are some tutorials here :

    https://www.scirra.com/tutorials/348/in ... l-features

    https://www.scirra.com/tutorials/495/ho ... using-clay

    Looks like you need to use this third party Clay thing.

  • You shouldn't really need to differentiate if the logic is setup correctly, the events should trigger it for all objects that make it true. If you do want to label them though then you're probably looking for 'instance variables' instead of global variables. Instance variables are on the objects themselves and update individually kind of like stats for that one object. You could give it an ID that increments every time it is created. I see that you have done this with a text object display. Really you should be using instance variables for monster type objects so you have more control. You can give it a name, health, defense stats etc. Then you can use the text to display the variables that are stored on the monster object itself.

  • The way I did it was to generate random rooms of different sizes using the default grid. It keeps checking until it can place the room somewhere suitable.

    Check out http://plinkie.neocities.org/ and keep refreshing/reloading the game. It generates 3 little rooms each time in close quarters at random spots, with the 'boss' being inside a room and the 'player' being outside of the room spawning at a random location.

    I'm going to expand this to generate tinier rooms and then go on to spawn other enemies at random inside the rooms using enemy counts. Then onto the actual gameplay I guess...

  • Logic could simply just be :

    NumToSell = 4

    Price = Green (4?)

    On left click button :

    Subtract NumToSell from Crystal1 Total

    Add to Gold : NumToSell (4) * Green (4)

    Set NumToSell to 0

  • You can't do it like this, probably use instance variables on the actual object. I'm not 100% sure how you are using the UIDs but when the objects are created in the layout the UID is set unique for that one specific object, when you create them in the next layout they will always have different UIDs. And to also answer the question in the title, the UIDs are saved between layouts but you are creating new objects with new UIDs.

  • This is one of the most common things people make in C2 and it's pretty simple. The platform behaviour has all of this built-in and you update the animations to suit the action. To block out other actions you use conditions and invert them such as if you want to shoot when not jumping then you can add a shoot event and an inverted condition for not jumping.