lionz's Recent Forum Activity

  • Event 55, it says set highscore to score without any condition, so it always changes the high score even if the score is lower.

  • I'm talking about a save game. You posted here recently where you are loading old save games with events. If you disable the load game from save slot events, does the issue still happen?

  • If it gets reverted to 0 after a game over, then at what point is it saving correctly ? Because after a game over is the only time we see you save it. I would maybe share the file at this point.

  • So did you confirm if it is setting high score correctly from local storage on game launch yet ?

    There is a potential bug if game over is set to 1 on game launch but my assumption is it's set to 0 and you set it to 1 when you die.

  • Either it doesn't exist or the saved value is 0 so when it gets it there is no difference. Do something with 'on item missing' to see if this is the problem.

  • Sounds like you are loading an old save where those blocks still existed.

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  • Nope that is a condition if attack=1, you want to set attack to 1 with the action when you click the mouse. Then you can add a timer or wait, or perhaps say 'on attack animation finished' and set it back to attack=0. The idea is to set attack to 1 when you attack so the walk animations will not play.

  • It's the same as original issue, attack is always 0. You didn't set it to 1 when you attack.

  • You are hiding the events on the screenshot..

  • You could use 'spawner is off screen' then reset the spawning logic on it. I can't remember what happens in Mega Man.

  • The idle animation condition should be something like '8 direction is not moving + attack=0'. Also on the attack events you need actions to set the variable to 1 and then back to 0.

  • There is a condition under the spawner object 'pick nearest/furthest', you can use this to pick the furthest one away from the player.

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lionz

Member since 5 Aug, 2013

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