lionz's Recent Forum Activity

  • I just use 2 variables for this that count up together. One is the general score, the other is a variable that counts up to 1000 and upon hitting 1000 resets to 0. When the second variable hits 1000 you can change layout.

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  • Hi, do you mean an exported playable version of the game?

  • Nice, good luck with it :)

  • Yes it's all possible. You can play any animation and sounds based on a trigger in gameplay. You could even test out small scenarios on the free version before you buy it.

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  • > Every tick : set health.animationframe to global variable. You pick it from the object, set frame.

    Use "Every tick" is not a wise option.. just IMHO. it is unnecessary use

    It is like force the CPU doing something every tick change the animation frame which is useless if nothing change. So I think that is not a good programming design

    pilpgam

    That was just used in response to how to set a global variable as the knowledge of op seems like beginner. If you look in my original post to the question you will see how I put 'on hit' adjust health which would be a trigger. Also I think my example is better as it accomplishes everything in one event, where the animation frame number matches the global variable. Aside from that, setting an animation frame every tick has minimal effect, you must be thinking of text.

  • Add an instance variable to the object that you also add 1 to, and say if object is clicked and instance variable less than 5, add 1 to global variable.

  • I can't see your game but would disabling collision on the gun object resolve it?

  • Every tick : set health.animationframe to global variable. You pick it from the object, set frame.

  • Have a global variable for health set to 3 by default.

    When hit subtract one from global variable.

    Set health bar animation frame to global variable.

  • For direction you need something like ;

    mouse.x < player.x , player set mirrored

    mouse.x > player.x , player set not mirrored

    For the aiming towards cursor, you shouldn't be rotating the player object, there should be a separate object that aims like just his arm or something.

  • Are you using artwork for the turret? Possibly the artwork isn't facing the same way as the turret object so it simply looks like it isn't facing the player. It's a possibility if you're saying it is 90 degrees off.

    Objects in layout face to the right (angle 0) by default, so if your artwork is facing down the layout then it wouldn't look like the turret was facing you even though it is.

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lionz

Member since 5 Aug, 2013

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