lionz's Recent Forum Activity

  • Maybe a family but the info provided is too vague, give an example of the events and objects.

  • Use the stop timer action then set a global variable to timer.totaltime

  • You should use global variable for this. What are you trying to achieve with the instance variable?

  • Looks like it has potential. The game stopped working after I fell down the gap after the t-rex not sure if this one of the bugs you mentioned. If this was the actual end of the demo then maybe too early for feedback.

  • You would use a global variable for this. You can right click on the event sheet and add it. It retains its value between layouts.

  • For each instance is good for any of the objects where you are checking them every tick like that. Function within function can get messy but they can be used if you need, however second function does not automatically see picked instances from the first function so you have to do something like pass through the UID of the instance in function 1 as a parameter to function 2.

  • The fix is to add 'for each enemies' at the top condition, things get a bit weird with multiple instances.

  • Likely either the layer is global, or the object is global (or both). Check the layer that the object is on and see if it is set to global=yes in properties. Select the object and check if global box is ticked in properties.

  • Yes so because the condition is 'potato is visible' it will pick all visible ones and pin it. You need to pick a condition that defines the single potato, this can be if it is overlapping the plate or something.

  • Need to see a screenshot of the events the pin logic mainly :)

  • You need to 'pick' the one instance to pin to the plate. If you don't specify it will pin all instances. This could be like 'potato on dropped : pin to plate' this then picks the one that was dropped etc.

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  • It's a common problem with animations where more than one event is true at the same time so the animation has trouble playing. You need to add more conditions to your events, notice the 'is moving' is true even when you are running, so you can add something like 'W is not down' or 'run animation is not playing' to the 'is moving' event so run and walk are not true at the same time.

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lionz

Member since 5 Aug, 2013

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