lionz's Recent Forum Activity

  • Usually the title would be one text object and you set the text per layout so naming shouldn't matter, it would be called txtTitle or something.

    I can't tell if this is spam or a legitimate post

  • Nice one! I loved that game on the sega genesis. Would also scare the hell out of me.

  • You need to give the enemy 'states' which can be an instance variable. Based on the states you can set the animations but it is the state variable that is most important.

    In a function :

    Set enemy.state=idle

    Wait 4 seconds

    Set enemy.state=shoot

    Wait 3.6 seconds

    Set enemy.state=idle

    Wait 1 seconds

    Set enemy.state=patrol

    ---

    Enemy on collision with player AND enemy.state=patrol

    Set enemy.state=melee

    ---

    On animation melee finished : run function

    --

    This becomes more than a small problem when you have more than one enemy in the level.

  • It spawns all of the sprites before the function and then the function runs once. A better idea than for each here might actually be to use 'on sprite A created' : function. Because it will run for each sprite A spawned and correctly pick the sprite A information for the function.

  • You've asked it to run once. On loader complete is a trigger event which happens once and then you run the function once. To run it for every instance you would have to use for each instance, which you should probably do in this case, your function will not pick the Sprite A correctly there.

  • Without the 2 extra conditions, just the for each and for the action : move to top OR move to bottom depending on whichever has the desired effect, can't remember from looking what Y ascending does.

  • The manual provides a full breakdown/tutorial/walkthrough of the advert integration process including use of third-party admob. Many of the questions are answered when you run through that.

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  • You don't compare it on collision but rather like all the time. You put all relevant objects in a family and say for each family order by family.Y move to top/bottom.

  • You can use choose("A", "B", "C", "D") which picks one at random and then you relate the choices to direction, possibly an instance variable on the AI that makes them move in one of 4 directions.

  • You speculated correctly

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lionz

Member since 5 Aug, 2013

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