lionz's Forum Posts

  • it is useful. it will allow you to spawn something on the same layer as the player without creating additional logic to find out what layer the player is currently on, if you know what I mean. The info is already stored in 'player', or whatever the object is.

  • I set up the same logic and it works fine for me, pinned to the imagepoint without error.

    Also, did you notice that you are spawning the bomber on imagepoint 4 but trying to pin it to imagepoint 5? Is that intentional? Part of the problem might be that if image point 5 does not exist, it will use the origin.

  • Do you mean block all sprites from being dragged and dropped? You can set a variable around mouse click where the click only works when variable=true. When the sprites collide, set this variable to false for 5 seconds, and then back to true.

  • Yes it will spawn the object on the layer that the player is on at the time the event is triggered. player.LayerName is the current layer that the player is on.

  • It really depends on how you've set up the general endless runner gameplay but what you've described there is creating invisible 'spawn points' which sounds about right. You could have a 'numStacked' variable which picks a random number which relates to how many are stacked on top of each other. You could have this in an obstacle Family so you only have to set the number of stacked items once.

  • Put them both into the same mouse clicked event as sub events and have the small_bug_skins = 0 as an else should work. It will then only run one of the events each time.

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  • Did you add the product IDs on start of layout? Do you have any purchase success and purchase failed checks? Test it is all working in test mode in C2 then you can work out if it is a problem after publishing or with third party process like XDK.

  • KnivetonStudios

    Bear with me here but I had an interesting twist on the idea. The original defense stuff I was talking about, it might work better as a tower defense game, or at least composing of some elements from that genre. You could bring in superheroes to halt enemies coming at you, slow them down. I also thought about incorporating other genres into it, like maybe when you've 'survived' for long enough you then chase the boss in a platformer style or something. Could be something interesting to look into but will stick with working on possible tower defense style prototype first..

  • I set up 1000 sprites that all toggled 5 boolean variables every tick and the FPS was fine, CPU usage went up very slightly but yeah this is an extreme example.

  • KnivetonStudios

    Yeah that could work for superheroes actually. I wanted to create something totally unique though haha. Maybe some kind of rogue action game where you swap between superheroes could work and they perma die.

  • Very nice, good work

  • You use the same thing to record audio, it detects audio input from the microphone. Then you can access and play it back with the Audio object.

  • From the manual :

    "Using too many loops

    This is rarer, but using too many loops like For, For Each and Repeat can cause the game to slow down. Nested loops are especially likely to cause this. To test if this is the problem, try temporarily disabling the looping events."

    I don't think this for each loop is going to affect the performance, it's more likely going to be the number of ships you have loaded in memory. You can check if it is having an effect using the debug mode. Since you are updating variables here and not, i.e. the size of the ship or lots of textures at once, I don't think it's going to matter for performance.

  • Yep, after 15-20 minutes of debug checking the collision of everything I realised this....sigh