lionz's Recent Forum Activity

  • You need to pick the same thing you are applying the action to. In this case you could put the 2 objects in a 'container' so they relate, but in general you need to pick on the left what you apply on the right.

    Because you are not picking a mineral on the left (normally would be the one you overlap if you chose the mineral object) it sets variable for all minerals. You could also move the variables to the mineral collision object if the mineral itself is just for visual. As it stands, when you overlap a mineral collision it won't know which mineral to choose as they are unrelated.

  • In theory that sounds fine, if one is set to true then it will deplete the life. Construct has a lot to do with picking instances and applying the actions to those instances. You could share screenshot of the events so we can see how you are approaching it. Also in debug view you can select the instances and see if variables are set how you expect.

    Farming all of them means that it's not using a condition properly such as 'sprite boolean = true, subtract from sprite variable' and is instead picking all the sprites. You can narrow it down with conditions, just make sure they are in the correct structure.

  • To have separate life it is the instance variables you stopped using hehe. In what way was it not working?

  • When you press the F key add 1 to a variable and start a short timer. If the timer ends set the variable to 0. If the variable = 5 then run the ability.

  • If you use persist behaviour on the power up object, when it is destroyed it remains destroyed even when you return to the layout.

  • I remember previous posts where this issue was resolved by putting the Sprite into a Family and then you can pick the object against the family. You would need to subscribe to use Families.

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  • Yeah the reason that doesn't work as expected is because framecount is always 1 higher than the final frame, because frames start at 0. The logic to make it work would be something like, on sprite clicked, if current frame not equal to object.animframecount-1 then add 1 to frame else set frame to 0. Which is effectively saying, on object clicked if you are not on the last frame then go to next frame else go to the first frame.

  • You don't need to use a global variable, the object has object.animationframecount expression

  • You no longer automatically follow a post when you respond to it and won't receive notifications unless you click follow. It would be good to have this functionality back in.

  • Link is broken and what you're saying is probably true as this is a common error. You can make sure multiple animation conditions are not true, such as if you want to play an idle animation you could say player is not moving, AND not jumping, so a jump animation and a walk animation would still play correctly.

  • When you start an animation it cancels the previous one unless the conditions for the previous one are still true then it would cause a bug. Just make sure conditions for animations cannot be true at the same time.

  • My approach would be to push simon picked colours to an array and when the player presses a combination you can compare the pressed colour with the top colour of the array. If it matches then pop the top of the array then continue and if not then you failed. If the array is empty or by tracking with a global variable for number of colours then go onto the next game.

    The initial colours for picking don't need to be in an array you can use choose("red","green","blue","yellow") which picks a random one of the 4 but then my approach would be to push the colour chosen at this point into the array for comparison.

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lionz

Member since 5 Aug, 2013

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