lionz's Recent Forum Activity

  • Awesome game, I've shared with my colleagues and they love it. We look forward to your kickstarter in June.

  • > Nobody said anything about mental problems, I'm asking why you want to have sub folders for family objects. If for example I have some families "Enemies" "Characters" "Weapons", I can't think of a sub folder I would need to create to categorize it further.

    Example:

    > 
    Folder:Tools
    Family: Guns
    -Lasers
    -- ********
    -- ********
    -Shotguns
    -- ********
    -- ********
    -Rifles
    -- ********
    -- ********
    
    Family: Melee Weapons
    -Swords
    -- ********
    -- ********
    -Daggers
    -- ********
    -- ********
    

    In my game I would just have a family called Guns only. If I want to define different types of Guns I use family instance variables. However, if someone really felt the need to have a family called Guns as well as families called Lasers, Shotguns and Rifles, I'm still not getting why they need to go in sub folders. Seems redundant.

  • Nobody said anything about mental problems, I'm asking why you want to have sub folders for family objects. If for example I have some families "Enemies" "Characters" "Weapons", I can't think of a sub folder I would need to create to categorize it further.

  • I mean why do you feel you need to categorize families?

  • Not really understand the events you've written but with animations you have to be careful that several things are not true at the same time or it'll cancel out one of them and you'll never see the animation. If you have an event that says on crouch button pressed, play crouch animation then it'll always play it when crouched regardless of any other buttons pressed.

    You can filter it out with variables/states for the player. When you are crouching you say player isCrouching=true. Then you have logic isCrouching then play crouch animation. If you also press attack then you have logic isAttacking=true. Then you can have an event if isCrouching and isAttacking play crouch attack animation. The previous event for isCrouching=true then becomes if isCrouching and not isAttacking which would just play the idle crouching animation. It's just about making sure more than one condition is not true when you are playing the animations.

  • You've put it on a background image, Scroll To Behaviour is usually put on the player so it follows them like a camera. You can't have it on both, disable the background one.

  • You should be able to do that, for example if you have GameOver1 and GameOver2, you can Play(by name), "GameOver"&player

  • It's easy to do with events though and shouldn't take too much longer with conditions, if player=1 play a sound, if player=2 player another sound.

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  • The folders are for organising objects in the editor, not for referencing in events.

  • Help us to help you, by providing the file or some more information. Do you mean viewport? If so, that's how it works. If you're saying scroll to behaviour only works when leaving the layout, I don't see how that can be the case.

  • In what way are you trying to further categorize families?

  • Looks like you are setting the local storage item to the string/literal text "LevelUnlockCountGeneral". Should be ""&LevelUnlockCountGeneral to use the variable.

lionz's avatar

lionz

Member since 5 Aug, 2013

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