lionz's Recent Forum Activity

  • My approach would be to have all available classes in an array with default data for when you click on them. If changes take place on character selection then you can update the array. You only need one array. As for changes during gameplay you would probably be using global variables but when you come to save data you can set various global variables in the array.

  • It really just depends on how your game works and what is important, I'm having trouble imagining the character selection and switching. All important data to be saved can be put in one array and it doesn't matter how many stats. Animation frames can be the same, if they select a skin which is frame 3, you can store 3 in the array and set the frame to this as their equipped clothing.

  • Looks like you've already accomplished it with arrays, what's the problem? Each class would be a row of the array and the same row in the player's array.

    "Previously I had a character selection screen and an array listing all the stats for each class, and when a class was selected, those stats were injected into another array for the personal character. But saving and storing info of multiple characters is out of my league"

    Surely the only options in the player array are either the data is filled out (they have made a character) or it's blank (they haven't made a new character and prompt this when they go to create one)

  • So the player is global? You need to keep the same number of layers in each layout. Layout 2 likely has fewer layers.

  • On the enemy that shoots you can set an instance variable to true for singling it out. Then you say for each enemy that is set to false, if enemy that is set to true has LOS of an enemy, set another instance variable to true (to state they are in LOS), or you can just set angle straight away if it doesn't matter.

  • What did you mean with the Enemies reference? Did you mean alerts nearby enemies?

    Anyway you just need something like on NPC shoot, the enemy has LOS of NPC, set enemy angle towards NPC. That should be enough picking!

  • This looks correct so it's a problem with the structure in the event sheet or the values in the array.

  • Love the release date

  • Well technically you do still use 'on key pressed' to determine if it was pressed, because something will action if that key was pressed meaning it's true. There are loads of approaches. You could do it with 2 variables, one which changes whenever you press a key so on A pressed, set it to A. You check this against another variable which is the "correct key", so if the correct key variable is "A" and you press the A key then both of those variables would be the same and feedback you pressed the right one.

    As for spamming again you could use those 2 variables in a different way. Set the "correct key" to be spammed to "A" and ensure this time that it always matches the other variable when a key is pressed. If it differs then they pressed another key.

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  • You should be using system save when you return to the level select screen

  • You add the keyboard object and use 'On key pressed', does that resolve it or were you wanting something else?

  • If 'timer' is a global variable then I'm not sure how it can revert to a 25 unless you set it to this on start of layout. Just use on start of layout set global variable 'timer' to a value, should be fine.

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lionz

Member since 5 Aug, 2013

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