lionz's Recent Forum Activity

  • Can't really work out how the game is supposed to work but I know that you have a trigger once for the create event inside a for each loop and that's not going to work. You need to create the beam once outside of a loop that should be easy.

  • Yes this is what 'Families' are used for. Create a family and add all monster objects into it, then you can say when bullet collides with 'Family' - destroy 'Family'

  • It needs to be picked so you must define how it is special from the others.

  • 'Key is down', 2 conditions together acts as an AND.

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  • You can use enemy.pickedcount = 0 which means none remain. If you are using many enemy objects then put them in a family and use family.pickedcount.

    For the door you can use player on collision/overlapping door > go to layout

  • So you need swap logic? You should also give the boxes some kind of ID or like an initial order number. When you select the first box, you can store its value temporarily to a local variable and also save the ID of the box. Then when you find the end box, set that box's value to the local variable value, then set a local variable to the end box's value, pick the first box based on that stored ID and set that box's value to the second local variable's value. Or you can do similar logic but with functions and pass through picking values as parameters.

  • I think you use object.8direction.movingangle to track the angle of motion.

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  • If the grids are placed manually beforehand on all layouts then it is simple to set the instance variables on the boxes that need swapping.

  • Can't see any image but I guess it's a simple condition, on clicked, if box.variable=1 set box.variable to 2 ?

  • You can use line of sight behaviour on the player where if player has sight of the enemy then the enemy will stop, you can set the line of sight to a 360deg range around the player. Or from the enemy perspective you can stop moving along a path if distance between enemy and player is a certain value, use distance() command with the two objects enemy and player.

  • 'Move at angle' or you can use bullet behaviour which is the same thing

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lionz

Member since 5 Aug, 2013

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