lionz's Recent Forum Activity

  • Right I see, actually that is not a good approach and one I've tried before. You end up with one object containing all the graphics memory. Better to use separate sprite objects for each enemy.

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  • How many is a lot? Why would you need tons of animations for a monster? It's up to you, if the memory usage is too high then limit the number of animations.

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  • it is simply Tilemap - load image , URL "myNewTileset.png"

  • Technically it is hinted at because it says parameters will help to use information from the action calling the function but yeah it could be explained more with picked instances or give an example.

  • It's by design, you can pass the UID of the picked instances through the function as parameters. Think of the function as a separate event with nothing picked and no knowledge of other events.

  • It's required by privacy law so it's a requirement when submitting apps to google and apple

  • 'On collision' with spike is a trigger event and runs the function once. 'Is outside layout' runs every tick so repeats the function up to 60 times a second. You can fix it by adding trigger once condition to 'is outside layout'.

  • You should adjust bullet angle of motion under bullet properties, not the object's angle.

  • You'll probably find that it works fine with just one instance of the enemy. When you add multiple enemies this starts causing problems because it requires a different kind of picking logic and the trigger once events also cause some confusion, you can't just say 'enemy' you have to specify which enemy.

    You can try 'for each enemy' to see if that works but even this can become buggy if you have a lot of complexity to the enemy patterns, I prefer a more solid way where I use functions, pass the instance UID through the function so I know I am applying it to that enemy. I had logic similar to yours making use of states and timers, skeletons that would charge into a wall, crash and then get up and continue charging, I had many working in one room with no problems using my method.

  • You're adjusting the angle of the object and not the angle of motion for bullet, this is always the same. Because you have 'set angle' enabled it will keep setting the angle to the angle of motion.

  • It's just a common mistake where in your mind you think it would pick the nearest one, but on the left conditions you can specify this - pick nearest, or pick overlapping if they are doing this, or another way is to put them in a container.

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lionz

Member since 5 Aug, 2013

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