lionz's Recent Forum Activity

  • Salman_Shh haha awesome!

    everyone's prototypes look so cool, also glad to see I'm not the only one trying out random ideas all the time.

  • Looks promising, I like the style, makes me want to explore and enter houses. I created two blocks that I could drag around but not sure what they were for, random game!

  • You can use another system expression tokenat("text", index, separator) to do this. So with this expression you can call each word of the sentence in turn which will have index 0, 1, 2 etc, then once returned you can use len("returned text") to calculate the length of that returned word. Then you will need logic to find the largest of the returned lengths, so you could store the word and length, then compare back against it, if the length is greater then that becomes the latest word.

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  • There are lots of ways to do it, depends on what is best for your game. If you are detecting whether object A is on the left or right of object B you can say if the x of object A is greater or less than object B, then based on that outcome, spawn object type C.

  • System expression len('text') returns the number of characters

  • The issue is likely to do with your idle events on line 9, you will need to also add a condition 'space is NOT down' so that it does not keep playing the idle animation instead of the shooting one.

  • I'm not really understanding the post but is there any reason why you can't compare frame to the last frame of the animation?

  • If you need to toggle something on/off use a variable, which is what you needed here. Use a function if you want to perform an action where you're going to be using it a bunch of times, passing variables through it as parameters and also may want to return some values at the end, such as if you wanted to attack an enemy with some damage you could run a damage function once to pass through some player stats, run some calculations in the function that result in an amount of damage returned at the end. There aren't really any limitations, just call it when you want to run something once but often and don't nest loops inside it. They are good for making your code more efficient and also for being able to track what is going on if you encounter bugs.

  • Great, I'm glad it's resolved :)

  • Yeah it shouldn't be looping, you should just land once and it plays once, something is wrong with your sprite. Check the collision box I suppose but it looks like your character is constantly in a fall state and doesn't quiet connect with the ground.

  • When the player lands do you hear the sound 'jumpland' ?

  • This could be promising but the 'core mechanics' video only shows moving left to right across the screen and some talking, where is the rest of the gameplay?

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lionz

Member since 5 Aug, 2013

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