Thanks for all the help! I was able to finish my game on time and it was all thanks to you all! itch.io/jam/gmtk-2018/rate/299920
Ah I can't believe I was tripped up by something so simple!
Thanks! I didn't even know you could use tilemaps like that! Can you explain the loops and the "on key released" event?
I'm making a real-time tic tac toe game and I don't want the cursors to overlap as you play. drive.google.com/file/d/1r-XqUinSX0N0jkfyX0ccSOqxvqVA_LZQ/view
To introduce magic number squares I'll probably need to use arrays huh.
That did the trick and it looks a lot nicer in the event sheet. Thanks!
I'm making a game where you solve puzzles by changing numbers on a grid by walking on them. However, currently the numbers will only change when the player walks on the original number object (UID 0). I also want the numbers to increase 1 at a time instead of continually looping and only the number object that you walk on should change. Please Help!
capx: drive.google.com/file/d/1uYGqi2ZGudd19ffRo516GRdwLiOSzFyU/view
gif of the issue: drive.google.com/file/d/1ntov2XMTWPCKzN1T_opXUA9-VgfXGt1F/view
Can 2 separate objects using the platform behavior simulate control for 2 different directions (Ex: Left and Right)? If so how is this done?
How do I make it so when the player jumps on an enemy it only destroys the enemy that they jumped on? Currently, I have multiple enemies spawning from an object and if one of them is jumped on they all are destroyed. Please help!
Link to CAPX: https://drive.google.com/file/d/0Bx3kU1 ... sp=sharing
If you check out the project file (link below) you'll see that I'm having trouble with the bullet behavior not having perfect collisions. I've read ray casting can help but it seems a bit beyond me without an explanation for my specific situation. I could really use some help!
https://drive.google.com/file/d/0Bx3kU1 ... sp=sharing
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That did the trick! Thanks for the help!
I have been banging my head against this problem I've been having with an example file. Basically, what I did was create grid-based movement but the character sprite for some reason cannot be within one unit of a non-passable terrain (passable and non-passable terrain is determined by a boolean instance variable).
Please Help!
Member since 14 Oct, 2012