Dude, you've saved my life.
I've been tearing (what's left of) my hair out on this issue but you've managed to help with the problem in the time span of an hour.
Very hearty thanks. Thank you.
There are still a few hiccups but this has ironed out a lot of the kinks that I was getting really frustrated with.
Oh hang on! My bad, I had one of my variables mixed around!
So close!
I was just testing it out and if two colors overlap in the spotlight, if the bottom one is spotlighted first, the system works, but if the top one is selected first, both of the instances stop pulsing.
I really appreciate the time you're putting into this to help out, Voulk.
It just happens to be one of the last pieces to put together for the project - and as soon as its finished, hallelujah.
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https://www.dropbox.com/s/8smmqui3o80nh1r/musicalspaceinvaders.capx?dl=0
Here's the capx. I'm hoping to finally sweep the issue under the bed
So I've popped in the system with the enemy music variables, but if the spotlight moves left or right with the lowest instance selected, the next instance up begins to pulse and play a note
(and I just realized I'm not even calling the highestY variable )
Woah! So quickly too. I'll give it a shot and report back.
Hang tight, I'll print screen. I really appreciate the help, by the way!
with the lowest instance you mean the one with the highest y-position? I guess a system for each sprite ordered y ascending event setting a variable to the sprite.uid and picking sprite by uid = variable would work..
with the lowest instance you mean the one with the highest y-position?
I guess a system for each sprite ordered y ascending event setting a variable to the sprite.uid and picking sprite by uid = variable would work..
I tried this earlier, but I feel like I didn't nest a few of the commands properly ~
Another thing to consider that I totally didn't mention is on the enemy spawn, they are assigned a variable (1,2,3).
So if enemy.music = 1, play a C note, if enemy.music = 2, play an E note, etc.
Hey Radioteque, Let me make sure I understand you here. You must have a setup somewhat similar to this: Pretend my black stars here are enemies. You want the lowest (i.e. closest to the bottom of the screen) enemy to trigger a pulse effect and play a note when it overlaps with the spotlight. Is this what you mean by 'lowest instance'?
Hey Radioteque,
Let me make sure I understand you here. You must have a setup somewhat similar to this:
Pretend my black stars here are enemies. You want the lowest (i.e. closest to the bottom of the screen) enemy to trigger a pulse effect and play a note when it overlaps with the spotlight. Is this what you mean by 'lowest instance'?
Yeah, that's exactly it! The only difference being that the spotlight is a box, and not angled like that.
Hey all,
I'm creating a vertical space shooter game for a game design course, and I have a specific question:
I've set up a system where a spotlight is pinned to a cannon that moves along the X axis. What I want to have happen is as the spotlight overlaps an enemy, I want the lowest instance to trigger a pulse effect, as well as play a musical note.
How would I go about setting this up?