blackhornet
Ah yes! I've found some nice tutorials, I'll take a look, thanks.
CBelle
What I'm looking for is essentially a radar view. You select someone on the map, then it cuts to a snapshot window, which shows them moving around from top view above them. This is separate to the player character moving about in the game, the view in the window doesn't follow the main scroll to, it would just follow the selected player and show them in the small window in real-time. It might not be possible in C2 but usually it's possible to mock something up.
You shouldn't have to add any more to it, which bit is not working? Run it in debug and see if the variables are as you expected.
Has anyone had any experience with or tried to make a snapshot view in a game? What I mean by this is where you have things moving about on screen and in the corner of the screen is a live feed of what's happening in a small section of the layout, and the feed will follow a selected player. Not sure where to start but I'm hoping it can be mimicked somehow.
System Compare 2? If moving_platform_metal.nr = moving_platform_lever.nr then do this. Probably one event for all of that.
I would just build the wall objects to form the rooms, it seems less hassle. You can set the size and type and then spawn it in place.
This premade behaviour should be what you're after https://www.scirra.com/manual/137/drag-drop
For the red tint you can do on dragging, if overlapping track then change to red tint.
For the destroy you can have logic such as on drop, if tower is overlapping track object then destroy.
Yeah within the loop should be fine. The other method should work though because On created is a trigger and just acts when the object is created, ignoring the normal flow.
That should be fine, but yeah the loopindex mentioned is the short form I was looking for, try that. Also in what way is it not working? Have you run it in debug to check that the level instance variables are correct?
There might be an even simpler way but I would do it by :
On start (For 1 to 10) > Create Sprite, set level to GLOBALVAR
And then separately to set the global variable
On sprite created > Add 1 to GLOBALVAR
On start (For 1 to 10) > Create sprite. For is the system loop condition with index 1 to 10.
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There are a few ways you can do this, just depends exactly what you want. You can lower the collision box to below the sprite animation to give the effect of floating, it will look like the animation is moving above the ground. You could also have an invisible sprite with platform behaviour set that moves about and pin the flying animal to it at the point above the ground you want it. This would allow it to float while keeping the platform behaviour, which I think is what you want?
You could do it with a sprite animation or another way might be to gradually lower the opacity of the ship over time.
Why is TotalHighScore -2000? Run it in debug and see which of your global variables look wrong.
That's right...have you tried it, what's the problem?