lionz's Recent Forum Activity

  • The image link is broken, also my head hurts..

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  • When you click a button it's easy for the event to be true. On clicked, play audio. Your second event might never be true, set something else other than audio like 'destroy object' to check it is even being triggered with the touch. My guess is the touch event never works? Is acceleration ever > 10 ?

  • You use 'for' 1 to n, then create object with instance variable as 'loopindex'

  • You can give it a bullet behaviour and have it set angle toward touch.x, you can have it 'move forward' a number of pixels toward touch.x or you can use rex's 'moveto' plugin which allows the player to moveto a touch position.

  • Look I have a serious need, I'm not here to play nor to waste my time reading comments written with their feet.

    if you have no solutions to the problem just shut up, nobody forces you to write just to write something. I have a real problem and need a real solution, if is possible, otherwise patience, I will continue with CTRL

    Annie are you ok? It's ctrl+mousewheel, +/- or select any of the zoom buttons in the editor.

  • Could be caused by a few things: check your every tick events, you could be creating more settlers than you think, you could be using unnecessarily large images, you could be rebuilding pathfinding maps and obstacles too much. I have 100 units moving together to locations and framerate is fine.

  • I think he means in the editor? You can always use +/- on the keyboard

  • So you are saying the image is not at the same angle as the object? You probably need to rotate the image itself inside the image editor. Double click on the object and hit one of the rotate 90 degree options, maybe that fixes it?

  • I found it so difficult, from the way it's designed with the auto-fire and you just move left to right. Killing the first load of enemies before they go off screen was kinda frustrating as you don't control the fire rate. Also what's the cursor for in game? Maybe that becomes evident when you get past the first load of enemies, which I couldn't do

  • Increase size of the fruit as Y value goes down(up the screen), seems easy enough. Then when it hits a certain Y value, stop changing the size. Because you've used a bullet, you could set the Y starting location as a variable when it spawns, then as the Y value reduces every tick, increase the width/height by 1 every tick, or slower than this if you want. Then when the fruit is at a certain Y value, say the middle of the screen, stop increasing its size by toggling a boolean to lock it out.

  • I just did a test level and it was fine for me. I guess only two of your sprites have line of sight or are in range.

  • If there was ever a time for a Patrick Stewart facepalm gif...

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lionz

Member since 5 Aug, 2013

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