LittleStain's Recent Forum Activity

  • As I said in the previous topic you opened about the exact same question.. (Why would you do that?)

    Put the events in seperate groups and activate/de-activate those groups based on whether or not the game is paused..

    If you put the on touch events for the game in a group, they won't trigger if the group is de-actvated..

  • int(random(1,4)) works.

    (or) something similar

  • Double or nothing?

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  • Are these all instances of the same sprite?

    I'm not sure why you are using the second pick all event for it completely overwrites the first picking..

  • Problem with the rounding in my opinion is that the chance of it being 2 is now 2 times as big as it being 1 or three

    1 -> 1.49 = 1

    1.5 -> 2.49 = 2

    2.5 -> 3 = 3

    When there are only three random numbers I'd rather use choose(1,2,3) , another way would be to use floor(1,3.99) or something similar..

  • I wouldn't think pick by evaluate would have much impact, unless you have a really high amount of instances..

    In which case it would probably not be hard to limit the amount of instances that should be checked by the evaluation..

  • I've never had issues with object-picking being cpu intensive, could you make a screenshot of the events?

  • There is the system - layer is visible condition, if used in the right way it could help..

  • Use "Start ignoring platform user input" when pause.

    This would work..

    Another option would be putting all userinput in a group and de-activating the group when pause menu is started, when pause menu is stopped, just activate the group again..

  • I'm not sure what you are asking, haha..

    It would seem to me that setting webstorage to Dictionary.Get("NameOfKey") would be enough..

    Setting the value of the dictionary object, would be Dictionary set value Variable1&";"&Variable2&";"&Variable3

    So when retrieving the values you could use tokenAt :

    Tokenat(Dictionary.Get("NameOfKey"),0,";") to get the first value..

    If the values are numbers you should use int() or something similar to convert the string back to a number..

  • Depends on how "smart" you want your enemies to be..

    Checking the position of each enemy compared to the position of the player and adding actions based on that would be the starting point..

    By adding more conditions you could make the enemy smarter or dumber..

    One idea would be to place detection-sprites at the ends of platforms and if enemy is overlapping and player.y<enemy.y have them jump down..

    Jumping up and through a platform is only possible if there is a platform above, so checking for overlapping at offset (or any other way that suits you) and basing the jumping action on that could work..

    Perhaps adding the timer behaviour to have the enemies "make decisions" at certain intevals would be of help (this could also prevent the enemies from going crazy)

  • Depending on how much interaction you'd like using the dictionary object with tokenAt would probably be easiest.

    Just add one to the tokenAt expression every time enter is pressed using a variable.

    If this sounds confusing and or difficult I think there are multiple examples of a simple dialogue in the FAQ-thread..

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LittleStain

Member since 26 Apr, 2011

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