lionz's Recent Forum Activity

  • Ah I just ran a test and I can see what's happening. It's only comparing against previous IU tiles and not always picking the new one. Put your x,y checks within a For each IU tile event, that way you know it's checking adjacent tiles on every IU tile.

  • Seems alrite, are the tile positions definitely +/- 100 of each other. Launch in debug and check the co-ords, clickable won't be true if it's slightly out. Change the opacity of clickable tiles so it's easier to see for testing.

  • Just delete the frames that you're not using on each animation?

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  • The above will change the general speed of the bubbles every 20 destroyed, is that what you want?

  • Probably some logic error but it's impossible to tell without an event sheet. can you post a screenshot of the event sheet, the game screen or a link to the capx?

  • Set up your events so you have on bubble created speed = globalvar1, where default is 300. Separate from your score have another global variable, globalvar2 that counts up with the score. Then set your event when globalvar2 = 20, add 50 to globalvar1, and reset globalvar2 to 0. This means every 20 bubbles destroyed, it creates a bubble +50 speed.

    I hope it's a few years so I have a chance to finish my game in C2. I'll take a look at C3 on my next game haha. Looking forward to the announcement though.

  • When you say increase speed by 50, what are you referring to ?

  • I think based on your game it might be best to give Layout 2 its own event sheet and include 'main' where main has all of the general gameplay logic. I don't know what your plan is with the game, if you have lots of levels across different layouts then you can assign each layout its own event sheet and just include 'main' which will have all of the general logic. For example, anything to do with that specific level that is for spawning items, level gameplay, switches, doors, anything like that can be in a level specific event sheet. This is just for organisation though, like classes in programming. You can just have one event sheet for the entire game if you want and split everything into groups.

  • You've included the event sheets the wrong way round. The layout uses 'Stapleton' so you have to include 'main' in there, not what you're doing at the moment which is including 'Stapleton' in 'main'. A good trick is to test other events i.e. destroy the item when you mouse over it. You will see that the events are not being used because 'Stapleton' is the default event sheet. Alternatively you can make 'main' the event sheet in use instead of 'Stapleton' if you prefer, by changing in layout properties.

  • To zoom in and out you alter Set Layout Scale, +/- values probably on wheel scroll or however you want to trigger it. For the drag you could add drag/drop behaviour to lift the whole map, that should work well. You could also simulate by doing something like on mouse pressed down, create an invisible sprite at mouse.x with scroll to, kinda like an invisible camera, as you move the mouse, have the sprite move in the opposite direction away from the mouse and it will give the effect of dragging where really the camera is just moving.

  • The event would be if player is overlapping door, set textbox.text to door.variable. The door picked in the event will be the variable used in the text.

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lionz

Member since 5 Aug, 2013

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