99Instances2Go's Recent Forum Activity

  • My triggerfinger is itching.

    Because, well, you state the problem and then you add: It is probaly because i've been lazy.

    Actually. You use 1 variable to represent current & next level ('currentLevel'). And you lossed track on it. If you had used two variables 'curLevel' & 'nextLevel', it would have been easyer to wrap you mind round it.

    curLevel = well the current level

    nextLevel = (curLevel + 1)

    Now if you want to change some in the array for the current level, (like changing the stars)

    it is located Array.at(curLevel,currentWorld)

    Change something for the next level (like unlocking)

    it is located Array.at(nextLevel,currentWorld)

    Using 1 variable is ofcourse no problem, if you can wrap your mind arround it.

    Change something (stars) for current level = Array.at(VariFORLevel,currentWorld)

    Change something (unlocks) for next level = Array.at(VariFORLevel + 1,currentWorld)

    On tap on Btn_Reload(x) .... add 0 to VariFORLevel

    On tap on Next_level .... add 1 to VariFORLevel

    You add 1 before the player made a choice, because you wanted to unlock next level in the array by using (the pretty lazy) Array.at(VariFORLevel,currentWorld) in stead of (more typing) Array.at(VariFORLevel + 1,currentWorld).

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  • Plz look again the example. Yours is way off. I dont recall using an or.

  • Pathfinder does not keep objects out of the solids. It just finds paths. You have to try to make it find paths that stay enough away from the solids. For that you need to tweek the Cell size & the Cell border.

    https://www.dropbox.com/s/g726tpvjzxqul ... .capx?dl=0

    Look the grid, cell size, border and look the invisible things.

  • Bouncing is a very specific movement. Why not use the build in 'bouncers' ?

    https://drive.google.com/open?id=0B1SSu ... Th4aVdidGM

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  • I meant, you can not use it in families containg others types of objects.

  • Is the 9-patch plugin an option ? (besides that you can not use it in familys)

    https://www.scirra.com/manual/151/9-patch

  • You are right, you can scrap the second one. (in event 10)

    It is set to zero allready in event 4 when saved amount is zero.

  • I do not understand the loop you make.

    Just use a variable 'position'.

    The character is now mid(alphabet,position,1)

    Add 1 to postion on every click on the right arrow

    Substract 1 to postion on every click on the left arrow

    if position < 0 set postion to 26

    if postion > 26 set position to zero

    Your loop always ends on the 'Z', it loops them all on every click on the arrow and on every click on the arrow it ends on the Z.

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  • Bring all actions in events 4,5 and 6 to event 3.

    You have a container with al those objects in. If you create an enemy, they all get created too.

    Now, 'on created' is a trigger. So, all those 'on created' conditions happen kinda at the same time, and for sure not in the order that you want them to happen. Meaning: the position of the bar got set before the frame was in position.

    If you bring them all in 1 'on creation', the event will trigger and set all the objects in the container to 'selected' (picked). The actions under it will run top-down, as you intended to do.

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99Instances2Go

Member since 12 Feb, 2016

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