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  • If the event sheets are hooked up correctly then there's not enough info in the post. What specific events are not working ? What is the event that you mentioned is working ?

  • Give the circle objects the 'Persist' behaviour

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  • It would be an instance variable at the family level, also called a family instance variable, so on the family object Towers you can add an instance variable 'stamped' for example. Then in a general event (order doesn't matter), you can add 'on mouse click release' and 'Towers.stamped=0', set Towers.stamped to 1 (0 is default).

    Another way to do the same functionality without using mouse click is to have an event 'Family Towers on created' - wait 0.1 seconds, set Towers.stamped to 1.

    Then returning to your original event for rotating, you add a condition 'Towers.stamped=1', means it won't be rotated at the same time it is created but on second click it is possible. You can then remove the black square from the family also.

  • I don't think adding Obstacle to the Family 'Towers' is the best fix because it's not a tower. When you want to apply other events in future to 'all towers' it will apply it to Obstacle as well which is the black empty square, you don't really want this. A Family should contain only related object types.

    example : you want to destroy all Towers to refresh the game, so you use destroy Family'Towers' it will destroy all the black squares too.

    The reason you are having the problem is because it creates the object on a click, then immediately runs the next event which is to rotate on click. A better fix would be to lock out the rotate event on towers that were recently created, perhaps with a 'state' variable. When you release mouse click you can set the variable to allow the tower to be rotated.

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  • Nothing you've shared works for me. But check it yourself in debug mode if this red hand and the fog are on the correct layer.

  • Do you mean you are expecting to return to it and it should be empty ?

  • You can pin them all to an invisible sprite set to checker xy and then move the invisible sprite to the checker at its new position.

  • I was asking if I could put a variable on say every single sprite object type so they could universally be referred to

    This is kind of what a Family achieves though. You shouldn't really need to go cross family if the events are good, since Family is really just a pickable object type. If for example you want to store a plant family wet value and then relate it to a platform family then you can store plant.wet in a local var during the event and then use it when you pick the platform family etc.

  • If I was doing this, the npc and the object you are carrying wouldn't be related. NPC go in the npc family and object you are carrying is a different object entirely. i.e. you don't carry the object you are also talking to. If the name is really that important then you can do it the way you described, store npc.name and then set cats.name to that value, but something like name shouldn't be too important I think ? you can even use the object type's name.

    For the second part why do those families all use wetness ? or how ?

  • Key press works too but wasn't mentioned. Pick items instance 0 won't do anything because the overlap check was done with item. The object type matters here so you can't pick between item and the family items, it should be just the one object then it will work. If you replace the one reference to family with 'item' then it will work, however if you plan to have multiple different objects you can pick up then I would start using the family now and replace references to item with the family items and move the item variables to family instance variables.

  • I think 'restart layout' should reset the groups.

    If the layers preserving their state is a problem, then they shouldn't be global...

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lionz

Member since 5 Aug, 2013

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