lionz's Recent Forum Activity

  • You have already created a variable 'state', you can use this as a condition on your movement events, if 'not' in state dashing. This will block out movement while dashing.

  • Rotating the particle object should help because it's the angle of the particle object that you need to change for the direction. When you spawn it, set the angle also with an action.

  • If you create them later on for the first time it can sometimes cause lag. You can have them in the layout already at the start and destroy them.

  • Disable 'Diagonals' on the behaviour properties

  • Instead of using waits try using 'on animation finished' so when attack is finished it returns to idle. If you have other animation events they can conflict with this one if more than one is true at the same time.

  • Because the timer behaviour should be on the enemy, not the object that spawns. Then you can use it to pick the enemy properly in event 7 where timer is not running.

  • Difficult without the project file but you I would stop the function from being called every tick, for example by the time you start the 0.2 second timer the function has been called for the same enemy hundreds of times and it queues up. I would get rid of the attack variable and the 0.5 seconds, use the timer itself to lock out the function call event into a run once only when the timer is not running.

  • These are standard events and should work if they are true. Check if the variable value is 1.

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  • It doesn't work how? Better to post a screenshot of the events so we can understand what you are doing. Because events run top to bottom it's possibly doing the first event then the second event very quickly together.

  • Unticked yes

  • You probably exported it while it was in test mode, try again

  • You can choose the starting layout in the project properties

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lionz

Member since 5 Aug, 2013

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