lionz's Recent Forum Activity

  • 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.

  • 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.

  • You could have a global variable number and add 1 to it when you press right, subtract 1 when you press left presumably. Then in other events you have conditions GV=1 - set ability 1, GV=2 set ability 2 etc. If you have bullets shown in game, based on GV you can set the animation of the bullet and damage stats etc.

  • Sounds problematic, the picking of the new instance, it might not be available yet in the same event. You would have to pick all instances again and then define the new one somehow maybe on last created, but the code may not see it. Better to just store as a global variable then all the problems go away.

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  • You've moved the condition though. Before it was a sub event of the top condition and now it's underneath it at the same level. So maybe that was your problem.

  • Is this for practice? Because that variable wouldn't do anything

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lionz

Member since 5 Aug, 2013

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