Miles_Miles's Forum Posts

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    Events are compared every tick in order from top to bottom.

    Your first event, if true, sets Act frame to 1 and it is enough to trigger the second event..

    So in the same tick it is triggering more than one event.

    I would suggest creating a main event: ON -> Pressed and compare the sprites animation frame as secondary events using else. This way it will only trigger one condition per tick.

    Thank you so much! I decided to make all the buttons one sprite and have the button press trigger the next frame/previous frame and that decides what action is used

  • There we go

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  • Looking at it, I'm actually not sure if it's doing that because of every tick, but a lot of things have been acting this way like the music repeating the first second over and over again when I only pressed the right arrow once

    (It goes from pikmin to save instead of pikmin to act)

  • Everything acts like its on every tick

    Its super annoying

    help me

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  • You can set angle of object = angle(bullet.X, bullet.Y, player.X, player.Y)

    A kind of homing bullet mechanic.

    Is this what you need?

    Can you explain how to do this?

    I'm not sure if its what I want but it might be.

    I already have it so the 'pikmin' move towards the player but I cant get it so that they don't face the player. And I want that because the game isn't top down on the players head

    I guess I should have asked "How can I make a bullet move in one way. But face another"

  • I am making a game that is sorta like a top down pikmin game.

    I want the 'pikmin' to move to the player but always be facing either left or right.

    Help?

    Tagged:

  • 9 posts