lionz's Recent Forum Activity

  • Can't really go wrong with those two events, what is it doing exactly?

  • Don't use tiled background with huge images. The starting layout looks about 200mb memory usage, should be below 100 really as a target.

  • Thank you so much lions!

    I have read many of your posts about various things, thank you for being so helpful and generally awesome. :)

    No problem, glad it was useful :)

  • That event will only update the text once, at the start of the layout. Try every tick condition. Or you could even add it under the add 1 to variable action in the same event, that would also work.

  • Nice :) looks good. I would make a habit out of picking with the object and not go for those solo system conditions.

  • When you use 2 families to determine factions surely you still have to use a variable to determine faction A and B because all objects are in both families and you would be picking all objects in the game when you say 'family' regardless of faction. So you just need one family with the instance variable for faction.

  • On destroyed should be instead of the system condition pick the spawn zone and say spawnzone.UID = enemy.var

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  • Those events need changing a bit. Get rid of the on created events. On the top event where you spawn the object here you should set the enemy variable to spawnzone.UID and also add 1 to the spawn zone variable. Also you need to get used to pick conditions with objects not System. Use the object and use compare variable.

    To explain the problem in more detail - when you use enemy on created : set variable to spawnpoint.UID again you haven't picked a spawnpoint. It doesn't assume the one it spawned from when it is a new event. You should try and do as much as possible in the event where the instances were picked.

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lionz

Member since 5 Aug, 2013

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