lionz's Recent Forum Activity

  • 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

  • Yep problem was with the second frame where the object is smaller np

  • The collision box of the object is not the size of the visual box if you open up the orange sprite in the image editor and check it. The collision is huge and so you can't move.

  • You have a reset global variables action that runs when you exit the level...

  • Object A on collision with Object B (or overlapping with) pin (behaviour) Object B to Object A.

  • Tilemaps are better for performance than Sprites, it explains it in the manual under Tilemaps.

  • In a general sense, add a 'for each enemy' condition to your events.

  • If you add the enemy and health bar to a 'container', when you create an enemy it will have its own health bar. Events will also work to relate the health bar to the enemy such as set bar.health to enemy.health

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  • You didn't share your current approach because it would only be a matter of tweaking that. You can have an instance variable for level and increase it by 1 every time you press upgrade, fairly simple.

  • So you're saying the issue is it upgrades two levels at once if there are enough coins? Then only allow it to increase one level at a time. Structure your events so that when you hit upgrade it increases the level by 1 only, regardless of amount of coins.

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lionz

Member since 5 Aug, 2013

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