lionz's Recent Forum Activity

    Yes this was removed yearsss ago

  • Well those events have changed as you don't have single attack animation now. Better send the file I can have a look.

  • There is built-in with the Google game services, otherwise I guess you need your own server to store the scores and I've not really touched that area.

  • I mean pick nearest combined with the condition that player has LOS of it.

  • I'm reading it and looking at the images and still don't understand what the problem is lol. But based on this : 'I'd like only the first wall in a player's line of sight to be visible, and make all walls behind said wall invisible. I'm asking for how I would implement this.', maybe pick nearest wall to player ?

  • > You can say if A is overlapping B then set to 1. If A is not overlapping B then set to 0. So the first one but right-click inverted.

    That duplicates the collision check though, right?!

    Why does that matter? Your workaround is running every tick

  • You can say if A is overlapping B then set to 1. If A is not overlapping B then set to 0. So the first one but right-click inverted.

  • You don't make both the object and the layer global, one or the other. If the slots are in a global layer you don't need to then make them global.

  • I solved the problem in the most primitive way. Later I will study the possibilities and write it more nicely.

    Yes exactly, this is what I wrote above as an example

  • If the parallax is cancelled as you described it, means the inventory items are on the wrong layer or that the layer does not have the same parallax as in the other layout i.e. it's not the same global layer.

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  • Yes you should set on start of layout so slot 1 = array.at(1) or whatever logic you used.

  • So you chose to set the wall to invisible, otherwise why is it invisible? If you have LOS of the wall it's visible? I don't understand the problem

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lionz

Member since 5 Aug, 2013

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