lionz's Recent Forum Activity

  • I just made a quick room in the same way the tutorial did and it was fine for me

  • Can we see your level in the editor?

  • You can use random(a,b) or choose(a,b,c...) to create randomness if it's needed.

  • Your move conditions are out on their own running every tick, it will always move to somewhere. You need better conditions, maybe you want to add a variable=1 for movement to the move conditions, and if you touch an object you should move to then set this variable to 1, and for ones you don't want to move to the variable would remain at 0 and not move.

  • Touch is the same you can specify which object is touched rather than a general 'on touch'

  • With object clicked you can specify the object. If you use 'any click' then you can add another condition 'cursor is over object' to specify when the user should move. If that doesn't work then we need more specific info about the game.

  • Do you mean to disable it ? because it has an option to do this.

  • The add loopindex to slotnr is to set the number of the slot I assume ? you can just do this in the layout is what I mean since the inventory is already there you can assign the variable on the sprite in the editor before you run the game.

  • In terms of movement you can do it a few ways. One is to say if pickup.ID = slot.ID then set pick up position to slot, that way when you subtract 1 they will automatically move down a slot i.e. pickup.id=4 will become 3 and set its position to slot.ID=3

    You don't need that event for slot number you should just set the variable in the editor view.

    For the other one its because when you do on destroyed it narrows picked instances to 1, you then cannot pick more unless you do a sub event 'system pick all pickup', this opens them all up to be picked again, and then you can do the other event after it.

    Looks like you are on your way, with some tweaks and edits you will get there eventually with this mechanic.

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  • You could start using some kind of slot ID type mechanic so you can pick out the slots easier. Then if they were numbered 0,1,2,3 for example, the pickup would also be assigned the same value on a family instance variable when you pick it up, for each slot and not full etc set position to slot and set pickup ID to slot.ID, so you would have a pickup with ID 2 overlapping as lot with ID 2 for example.

    Then when you use a pick up you have its value, so the one in the screenshot missing would be 2. On destroyed, you can say for each slot ordered by slotID, if slotID greater than 2, subtract 1 from the pickup.var. This moves them all to the left by 1.

  • Instead of key pressed use 'key is down'

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lionz

Member since 5 Aug, 2013

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