aridale's Recent Forum Activity

  • you can have the object check for no collision infront of it and just below it and have it control its own jumping

  • if you make the enemies solid then they should be moved outside of each other if they spawn on top of each other. Note I say "should" then if your enemies shouldnt be solid you can turn it off after theyre placed

  • yeah I think youve missed the point of the system I explained. The group I explained handles all the details in general for any dialog. You then just assign the values you currently need for the dialog to variables and enable the group.

    If properly designed the group will then handle whatever dialog is setup by the variables

  • if the performance gets progressively worse the longer you play that sounds like somewhere your creating objects and never getting rid of em

  • yeah I understand that families are collections of like objects but I dont understand why they cant have cousins of different types!

  • I missed it =( I wanted to do the 99$ one but I just couldnt come up with the spare cash =(

  • I think it has somethin to do with the y of the slope and the player y. Thats what Ive noticed most when messin with it. Jump thru is only solid when the player is above it so if the slopes y is above the players the whole thing isnt solid

  • I didnt think about that... I use comments for exactly what the name implies lol usually just a short sentence thats it

  • yeah make one object for all your collisions (or a family if you need different shapes besides square) and use that for collisions make it invisible

  • bump! No one knows?! I also tried without minifying the script on export and it didnt help either

  • ashley mentioned at some point making it only load what was needed in the current layout. Thatd be pretty nice

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  • or like the info txt in GM. I used that for all my notes in it

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aridale

Member since 7 Dec, 2011

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