lionz's Recent Forum Activity

  • You didn't give any information about what you're trying to do so I will have to throw some suggestions out there. EnemyA.count is the total number of EnemyA. You can set this to a global variable.

  • As far as I know solid is used for something else to react with it, so the wall would be solid and the block would have some other behaviour that bounces off solid. Or you could add it to events, currently you tell it to push across the screen at its current angle so naturally it will keep going in the same direction unless you change it. You could have logic that is 'block on collision with wall' will set its angle to something else.

  • The spaces on the board should have a variable to mark its position on the board, so 1, 2, 3, 4 in order etc. The player also has a position which is a global var. I see you have the power as gv and also dice roll. So if player position is 1 to start. You do a roll and get 3, the power is 2. The move amount should be diceroll+power each time. To move you set player position to position+(diceroll+power) so now player position would be 1+(3+2)=6, so player position is 6. To then move the player you can have an event that always sets the player location to the tile where player position var = board space var. The only tricky thing is then if it cycles round so when you hit the maximum space on the board, it needs to do a calculation to bring it round to start from 1.

  • Post a screenshot of what you mean by the size does not fit, thanks.

  • Which bit isn't working? You can track the variables in debug view to see what they're doing. The logic looks reasonable. I could see it not working if the starting value is not a multiple of 2 so strength doesn't equal 0 but drops below to negative number maybe. There would also be a delay before you saw any explosion but it should still work.

  • What are you trying to do? Maybe you're looking to set the wall to solid and have the other object as a bullet that bounces off solids?

  • When two objects collide you can use system pick nth instance, where 0 and 1 are the two objects colliding. You can use this to reference the two and get their UIDs.

  • BadMario If you set it to T, then only ads that comply with 'suitable for 12+' are shown.

  • Are you trying to store the animation frame as 1? You would store the number 1 only, then on game load you can set the animation frame to the local storage item.

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  • You have to create it first on the event sheet, then it's possible to call it.

  • When you go to shop you can store the previous layout name in a variable then when you exit shop you go to layout by name using the variable.

  • The same logic as entering the shop...on button pushed go to layout.

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lionz

Member since 5 Aug, 2013

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