lionz's Recent Forum Activity

  • Ah I see the problem, maybe. You're confirming this from the text object? That's only going to show the stats for one instance. If you look in the debug viewer you'll probably see variables are correct.

  • The events look fine to me. Tree_ID changes, that's fine. Tree_UID you never use that variable so I wouldn't expect that to change.

  • If those are the only events I don't see how it can go wrong

  • Alright send it to plinkieantqsq@gmail.com

  • You can make use of layers and lock certain layers so those objects won't be selected

  • There's a Stop action under the Audio object, use this when the player collides with the enemy.

  • Did you understand the first file you copied and how arrays work though? The problem with copy and pasting from files is you might not know what's going on so you need to understand it for when you encounter bugs.

  • The way I would do it would be to know the size of the object and if it's 1x1 then it goes into the co-ords that you click but if it's 5x2 like the rifle there then you could get the starting co-ord and make sure they're all blank 5 across and 2 down from the starting point, then if so you would fill in all those array slots with the rifle item.

  • There is lots going on here but main problem is the Waits you need to take them all out to avoid bugs. You are adding values to a variable 'charge' but never use it, rather than use a wait you can switch the animation based on 'charge' amount. Also I imagine when you release the key it would be based on charge= some value, but that depends on how the charge mechanic works.

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  • Your event says to show the charge up animation straight away so what's the difference between a punch and charging in the design?

  • Well I'm saying for me it's correct in debug view. But I can see why the array file when editing could be confusing as that is backwards.

  • X = rows, Y = columns. The debug view is correct but it's reversed on the array file if you're using that.

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lionz

Member since 5 Aug, 2013

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