lionz's Recent Forum Activity

  • Ok great :)

  • Lets see the new events?

  • You call function on start of layout before array is filled with data. Call it after AJAX complete.

  • Try the system condition 'for each' and pick the worm object.

  • The variable seems to be reducing as expected, just the text object displaying it is not updating. If you move it to every tick you can see it's fine, so you need to move the 'set text' to a better place. You have other bugs though, at the end of a level it subtracts 2 chances instead of 1. A few things to fix.

  • The variable is correct but the text displayed is wrong. Make sure you are updating the text after the variable updates. I saw my chances were 1 but the text object is showing 3.

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  • There's probably some missing events. You can upload to dropbox and post the link here, or add me on discord ant#4434

  • i don't see why you have to limit yourself to a sprite? using a sprite might make thinsg easier in some case (animations, editable bounding box, solid collision) but using a tiled background is pretty valid if you have the right use case for it. i mean it's just a tileable sprite without some of the functionality ? just cause it has background in the name does not mean it has to be exclusively in the background? you can use it health bars and a ton of other stuff (non background) ?

    Again I'm not talking about UI, I'm referring to its use as an enemy. Hes using a tiled background as an enemy and someone suggested to use the tilemap object as an enemy, I don't think that's great but that's my opinion.

  • I guess it does, I think loopindex is just for system loops. For the array you can use the co-ord instead of loopindex so newline & array.curX

  • Well I'm on discord if you want ant#4434

  • Yes that seems correct to split them out, you want to do one thing on key press and another when a score is above a limit so it's perfectly fine. Is your issue to do with pause or game over screen? If you can share the file again I'll take a look.

  • > The only weird thing about this is that you are using a Tiled Background as an enemy. The Tiled Background is for a background, it doesn't have a collision box that you can edit.

    That's nonsense, it depends on the obstacle type, if full square collision is valid for the obstacle, then there's nothing wrong with checking collision with it.

    I use it to make stretching walls or lasers, lava and more...

    It's possible to use it for that but you cannot edit the collision box and it's a bit weird because it's supposed so be something in the background. My issue was that he was using it for an enemy, for this it's better to use a sprite with behaviours.

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lionz

Member since 5 Aug, 2013

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