BluePhaze's Recent Forum Activity

  • Take a look at the manual on instance variables. Create instance variables for health, speed and anything else you want to change for each wave. Then in your events when you spawn the enemies you can do something like this: spawn object (Enemy), Set Enemy.Health = wave, Set Enemy.Speed = wave*10.

    Things like that. If this isn't making much sense, I highly recommend going through the manual and also going through some of the tutorials as they cover most of this as well. Also check out some of the built in examples that come with C2 like the space shooters etc... that get harder as you go. I have to go to bed, hope this helps.

  • Sure it does, right there in your events it shows base.Health/100... if base.Health happens to be 0 at that point then you are dividing by 0...

  • Also I notice that you are setting highscore both every second and on every tick. You should do one or the other. The every second would be better unless you need it sooner in which case you can do every 0.5 seconds.

  • Is there any chance that Base.Health may equal 0? If so then you are dividing by zero which would also cause the NaN error...

  • If the bullet is going to fast it could be hitting the wall before the hit detection kicks in. Can't check the capx right now as I am going to bed but usually you need to balance your speed with your frame rate. If you are going faster than the frame rate can keep up with you will get clipping and items that end up inside or through each other because they collide between frames.

  • 1. Put a better description on your thread (change the subject/title to something a bit more descriptive) or you will get a lot of people who don't have time to read every post that won't even click on it.

    2. The easiest way is to use variables to set the enemies health, speed, etc... then in each wave, just set the variables to the number of the wave or some number related to it.

  • NAN means Not A Number. Somewhere in your logic you are getting something assigned to your variable that is not counting as a number. Either that or you may need to round as certain things tend to create a lot of decimal (floating point) places in your numbers.

  • I can't crack open the capx as I am at work, but you may want to split it out a bit more and have the first event check to see if you are within 500 pixels (or use overlapping at offset maybe?). Then a sub condition to see if it is spinning. My assumption is you are using a variable to track if it is spinning or not. If you aren't you may want to try it that way. Same with transitioning from green/red, etc... set a variable (eyeTransitioning) and set it to true or false and key off that. Also how are you checking for left or right? Comparing X coordinates? That might be the safest method if not.

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  • I use Adobe Illustrator for all my graphics (you can use inkscape or gimp if you need free tools), Spriter for animations, Sony Acid Studio for Music, etc.....

  • You add the touch or mouse objects to your game, then you use them for example:

    Touch - On Object (spriteButton) Touched > System GoToLayout "Layout1"

  • The beginner tutorials on platformers should get you started. Also look up some of the tutorials and forum threads in regards to procedural generation of levels.

  • CocoonJS and Ejecta both have IAP. The windows exports also have it as well. Seems like you have overlooked these?

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BluePhaze

Member since 20 Dec, 2012

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