lionz's Recent Forum Activity

  • You save the state of the game. You then exit, re-enter and load the save state, it loads it at the time when you saved it with the same variables and objects. It is like taking a screenshot of the game at the point where you saved it.

  • What did you try?

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  • If you're referring to a lot of objects each with their own unique instance variables then it is better to go for the save state method, which simply saves the state of the game at that point and the values of all objects.

    https://www.scirra.com/tutorials/526/ho ... -savegames

  • It's because it sets the size and centres the object on its origin. There are many ways to do it, you could resolve it by moving the origin image point to the side of the bar that should remain where it is, then you'll see the size decreasing from the other side. That's how I've done it in the past.

  • Do you mean layouts and no they shouldn't reset if they are global, unless you tell them to reset. Are they instance variables? It's possible you've got an event that states set to 0 on start of layout which applies to all layouts.

  • Assuming they are still in a family, pick random family instance, family is on screen.

  • 'something isn't right' hmm not sure what you're expecting anyone to do with that information share a capx?

  • On the layout properties set 'Unbounded Scrolling' to 'Yes'.

  • There are many tutorials to help you with saving to local storage. You are probably looking to save the MaxAchievedLevel global variable. Take a look at this tutorial and save this variable instead of Score. https://www.scirra.com/tutorials/9440/h ... al-storage

  • Use a variable as a condition.

    On player touched, var = 0, > open map, set var=1

    On player touched, var =1 > close map, set var = 0

    You might need to put a small wait in though as due to C2's top down structure, it'll set the variable true for both events reading down.

    You're right that simply setting the object invisible will not disable it. For a button you'll need to set it disabled. For a sprite you can disable it's collision.

  • Based on this logic you shouldn't really be encountering these issues.

    On created set hp will set hp only for the instance that was just created.

    The on hp less than or equal 0 check should only pick individual instances.

    Can you post a screenshot of the events because everything seems right here.

  • C for condition is technically an AND event. To make it an OR block you right click > make OR block. This is all in the same event, you don't need sub events.

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lionz

Member since 5 Aug, 2013

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