lionz's Recent Forum Activity

  • When you do damage, pick a number from a range and based on the result decide if it's a critical hit, for example floor(random(100)) will pick an integer from 0-100 (not including 100). You could then say if the number picked is less than 25 then its a critical hit, for a 25% chance of a crit hit.

  • Hi, what you're looking for is in the behaviour's properties set 'Rotate object' to No, the default is Yes.

  • Yes PMs went missing due to the privacy stuff, Tom/Ash posted about it somewhere, but I do miss them ;_;

  • It's too difficult to imagine from the description, I can't really tell what your game is about. It sounds like it's a game where you leave players behind in a dungeon and return to them or something, which I guess persist is ok for, but I can't be sure that's what you're doing. You also only mentioned in a vague way what information is being carried between layouts so it's difficult to tell why it is such a problem. If the game is how I'm imagining it then you won't need to use global as you are travelling between layouts and always return to the other characters. 3 sounds like the better option plus wouldn't you have to 'respawn' a global character anyway based on co-ords assuming that you walk through a door and appear at a door at another location?

  • The info is right there, it's in the appdata folder on C, you can delete it in there to clear save data. There will be an option to clear it from Chrome browser settings, not sure what it is right now, clear cache may work but it could be a different option.

  • Construct does this by default, it loads only the objects required for the current layout.

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  • If it's a general resource called 'fuel' then you can just use variables. 'Fuel' is a global variable and if it's transferred to ships you can have further global variables for ship1, ship2, ship3 or use instance variables if the object is important to the game.

  • Check the scale rate of the HUD layer in properties. If it's 0 then it won't scale.

  • Have the right click limited by condition of a variable=0. When you right click set the variable to 1, start a short timer. On timer completed set the variable to 0.

  • Object.Pathfinding.MovingAngle is the direction of movement

  • The direction the enemy is looking is the angle of the enemy object, so if 0 its looking right, if 180 its looking left, although its obvious if you are using 8 direction and its moving in a certain direction, whichever way it is facing is the front of the enemy.

    have you ever played Metal Gear Solid? the cone of view is just a line of vision that starts where the player is facing and expands round in a cone shape. The default cone of view is 360 which is basically a circle around the enemy. If you set it to 45 its like a 45 degree segment of view in front of the enemy, check out this image example from MGS where guards use a cone of vision : upload.wikimedia.org/wikipedia/commons/thumb/f/fd/MGS_Solton_Radar_Shot.svg/266px-MGS_Solton_Radar_Shot.svg.png

  • You would use a spritesheet, probably a png file.

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lionz

Member since 5 Aug, 2013

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