lionz's Recent Forum Activity

  • You've added the amount to y=1 in the array in the pick up logic, you could add the weight of an item to y=2, then do y=1*y=2 into y=3 to get the total weight taken up by one item.

  • I've dropped it into the Update Inventory function as that seems the best place. At the moment it just adds y=1, which is the amount of each individual item, to the inventory (so everything has a weight of 1). As mentioned above if different items have different weights then you can put a calculation in and set up a total weight for each item type in another y column and run through that instead of y=1.

    https://www.dropbox.com/s/ksskijrn2w8iu ... .capx?dl=0

  • Well I made an example capx there, if you can't slot those events in share your own capx and I can take a look.

  • I do this with a for loop.

    For "0 to array.width"

    Array value at loopindex,1

    That'll print 0,1 1,1 2,1 3,1 etc, everything at y=1.

  • Sounds like it's playing constantly because you are triggering it every tick that life is 0. Use 'trigger once' if you want it to play once on dying.

  • I don't see any collision check? Use Player on collision with Enemy or Player is overlapping Enemy.

  • The game confuses me but what you're probably after is blocking out the initial nMask logic with a variable. You could set an instance variable on the nMask itself and condition for nMask.count = 0 where variable is set, set the variable on overlap so the count is greater than 0 and locks out the logic, then when not overlapping (event 10) and count > 0, set the count back to 0 by toggling the instance var to allow for further overlaps.

  • That's basically scrabble right, I don't think there are any templates but you could make it fairly easily using Construct. You could store correct allowed words and match the word played with these.

  • Yeah you can just say if is dead, disable the Platform behaviour.

  • You can block it out with a condition such as when the player dies you set var dead=0 to dead=1. Then under controls you have if dead=0, so when player is dead you can't move.

  • Yep that would've been my response, gets asked a bunch on here ^^

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  • Sounds interesting, hopefully the gameplay will come together nicely.

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lionz

Member since 5 Aug, 2013

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