lionz's Recent Forum Activity

  • The condition 'is showing' means when the award is showing on screen so you grant the reward as the advert displays on screen which is not what you want. You should be using the conditions 'on rewarded complete' and 'on rewarded cancelled' which should be self explanatory.

  • Ok take a look at this attempt. I use a third array because of this duplicate business. dropbox.com/s/8dnnzqugt6y877d/arraychecks2.c3p

  • Condition is 'object is playing animation' and the action is to set a variable to object.pickedcount

  • It will work perfectly if there are no duplicate values, for the duplicates the function logic needs tweaking a lot. I will take a look if I get some spare time or feel free to have a think about it.

    About the game design, how do you know the second L is the one missing from the second array if they're identical values, is it always checking in the order of array 1 ? Technically L does exist but you want to output 3.

  • Alright I had some free time dropbox.com/s/se6or865jefqh5c/arraychecks.c3p

  • I posted the solution already, what did you try ?

  • When you push a new item the X is array.width-1 so you can use that to assign everything at x,y (array.width-1,y)

  • The problem is it's not clear what you're asking. what does this mean? "How can I make this event only play once? (Set Y, and then leave the player on its own again ¿?)"

  • The layer is more of a global thing. When you restart it sets objects back to their initial states, and I think groups in events.

  • Because the walk animation and the fire animation are true at the same time then both animations are trying to play. So you must block out one of them with a condition.

    So on the walk events you must add a condition like 'is not firing'. In the case of your game this could be one of the variables since you use them for firing. You could possibly also use 'rifle shoot animation is not playing' as a condition, it depends on the logic you set up.

    The key is to not allow the events to be true at the same time. If you are firing then the walking animation should not play, hence the walking animation event should be 'play walking animation when pressing WASD if you are not currently firing'.

  • I can see you mentioned Mario & Luigi in the title. Again we'll need to know what mechanic you're referring to. This looks like an RPG but you are talking about platformer mechanics, where?

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  • The events for the walking animation are key here but I don't see them. In general though you need a condition on the walking event 'is not firing' or something similar. Also can you add the trigger once to the top level that's the standard, and also 'on animation finished' is a trigger event which only ever triggers once so no need to add a trigger once after this.

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lionz

Member since 5 Aug, 2013

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