lionz's Recent Forum Activity

  • When you say running with minus, do you mean the character is still moving instead of stopping? Or do you mean it did not reset the layout?

  • You need to disable platform behaviour on the player.

  • If you copy the is moving event then 'right-click > invert' it changes it to 'is not moving' and you can use that to set idle animation.

  • Have a look at Pathfinding behaviour

  • I've not played the game you mentioned but a to do list sounds good, you give the player little quests and by doing them they learn about the game. The only other way I can think of is to guide them to do things through level progression and disguise the fact that it is a tutorial, but again this is the same thing of giving them something to do to get used to the game. It's just about intuitive design right and they learn by doing without it seeming forced.

  • Well there's not enough info there but it is easy to have problems with picking when you introduce multiple instances.

  • I don't think so, I was using browser log to check. You have a lot of events running every tick though so CPU usage looks fairly high. I think because you have all the events sheets linked it is probably running most events in your game all the time. FYI, no condition is the same as using 'every tick'.

  • Not quite what I described but almost there. You should only have one set bullet angle action, on spawning the bullet with the mouse click event. Delete the rest of them!

  • Yeah the batch waiting for signals every time you receive a signal it runs the next bit 'every tick'. Adding a trigger once fixes it but it doesn't return to phase 1 start. In my opinion better to give up on that structure of wait for signal, go to the actual attacks on animation finished and set the next animation in the sequence there for a better structure.

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  • My guess is because your walk animation logic is still true even when sliding? You need to add to your walk 'if slide is false' or something similar.

  • I finally sorted out my subscription and took a look, it is as I said in a previous thread the events are running every tick hundreds of times. Adding a trigger once to what you have will kind of work but then it doesn't reset the attack. You need to find a way of having it trigger once each time and cycle round so try a different structure.

  • I don't understand how anything that simple could cause bugs. In a bigger project, if you approach your coding like this it will turn into a mess of variables spread around event sheet.

    There is also no need to transfer that data between levels (this is what global variables are normally used for) as it is just inputs and if you use getter function you can do it all even better.

    Usually player related things are used globally throughout the game so as a standard I use global variables for anything player related. Whether I'm using global or instance variables it is kind of irrelevant though as the events are the same, it is just a preference.

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lionz

Member since 5 Aug, 2013

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