lionz's Recent Forum Activity

  • Depends what you are doing and when you are doing the thing. Also the event sheet you are doing the compares on must be linked to all the layouts/levels.

  • I can probably debug it, if you wanna share the project privately I am on discord ant#4434. You can't really complete the game with that kind of bug existing.

  • Put all objects in a family and do a for each family ordered ascending by Y move to top of layer. This uses their Y position so if the player is higher than the object they will go behind it and if lower then appear in front of it etc.

  • You've got a lot of function within function stuff there for just spawning an enemy hehe. Because it's in French also difficult to decipher but if it spawns the enemies on collision with the next zone I don't see why it would break.

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  • This might be a bit obvious but I guess it's not really, check that you're not loading an old save slot or a different one to the one you are saving to. I can't guess where it would go wrong, if your enemies spawn based on logic that happens as you enter the next room. Is it a new layout? Show a screenshot of the spawning logic for the room.

  • If you cannot reproduce without doing a save/load then share the project file I am good at debugging.

  • You should check if the issue can happen without load/save feature by entering the room a bunch of times, then it is down to your own events. The load will load the game at the state it was when you saved, if you set the enemy variables later on then it should have no effect really.

  • It's not really limitations on the event sheet but the approach you've taken. You could have a global variable TutorialStep that increments each time. Then you can have one event that says 'if TutorialObject.ID = TutorialStep global var, then set text to TutorialObject.text'. So you're pulling the data from the picked TutorialObject when its own ID which you are already using (the TutorialStep instance var) matches the current global variable value to trigger it.

  • You can make use of system compare 2 values, layoutname = X

  • Difficult to tell if you're using it correctly, let's see the events

  • If you give the stat object the same behaviour it should move up and down in sync with the card below. There are probably lots of ways to do it. I didn't investigate enough to see exactly what would work. You could also try moving active cards onto their own layer that might give more control.

  • You can make use of conditions on the left 'audio is not playing', or audio is playing inverted (right click to invert). Then the click action does not happen until the previous audio has stopped.

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lionz

Member since 5 Aug, 2013

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