lionz's Recent Forum Activity

  • My approach would be to have an enemies family with a family instance variable for each status type, could be boolean true/false for all statuses or if it stacks like the game design is to add more of a status such as poison then you can use a number. Then for example if sleep is true then it has sleep, or if poison is above 0 then it has an amount of poison. This would link into logic for showing icons too. To count the total you could just add 1 to a variable for 'total statuses' and remove 1 when it is removed and if it is at 3 then don't apply more statuses.

  • The event you posted originally is the event in which there are none picked so you already have it. If it didn't work as expected then it means it found at least one, so set a variable or text to pickedcount to see what value it's finding, it can't be 0.

  • Should work that looks correct. Use an action to set a variable to pickedcount to find out what it's finding.

  • The Else in red just means it doesn't make sense where it is or in that context. If you share a screenshot of your event how you attempted the icon change then it is easier to assist.

  • I can't see your events but most likely you have it set to toggle on and off with a variable condition. Since the events run top to bottom on one of the clicks it could be turning it on and off in the same click. You should use an 'Else' for the second condition.

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  • Ah I see now, the cause of both problems is that dangerous event you have 'press any key : go to lab'. So if you press anything it restarts the lab layout. Adjust that event so you only go there at the start of the game.

  • First part is because you spawn in the hallway but the character is already overlapping the portal sprite to go back, you need to spawn away from the portal sprite when you move to a new room.

    Second part I've not seen you try it, currently it has overlap conditions to show the text and that's working, you would need to add condition for key press also.

  • You first push 'a' then on grabbing the index of the new row you pushed you can set at y, 'b' goes to x,1 for example.

  • The game should be saved only at checkpoints then? If you want music to start from the beginning and not at the point where you saved you can always set up logic on game load to start the music again.

  • Time to move onto the system save then, there's no downside.

  • The answer to the question is the same as above. If the global variable is a certain value then you set certain sprites on the weapon or do anything you need to do for the weapon to use that ability.

  • When you save the game it saves the current state of the game including persistent objects and ones that were destroyed. I don't know how you managed to save after one was destroyed and load and it had returned unless you loaded a different save game.

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lionz

Member since 5 Aug, 2013

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