lionz's Recent Forum Activity

  • Well usually you will have an event sheet linked to each layout but up to you really. Your logic seems fine, I don't use end of layout though, maybe that is too late or maybe it works. Check if the global variables update in debug mode.

  • So you mean keep them in the same place they were when going between layouts? You can store the playerxy position as global variables on leaving a layout and then on the new layout set the position to the global variables for xy.

  • You need to upload it somewhere, usually dropbox public folder and then paste the link here.

  • On any touch or hold you store the touch x,y, then when they release or on any touch end as its called you test if the touch x is now less or more than the original touch x. I assume if they're swiping left then the x at release will be less than the original touch.

  • Other players where? You probably have to store this information on a server somewhere if other users are meant to access it.

  • If you're simulating swiping you could probably do it by detecting that first touch.x and on release of touch detect whether the new touch.x is less or more than and swipe in the direction. In your current logic you try and set touch.x without any touching (on start of layout) so it's always zero.

  • I think your game is detailed enough now to work out an order or structure and game flow, like what exactly you want to happen when the game starts. Do you want the player to be thrown straight in? I've edited the capx here, I've blocked out the collection of stars on spawning with a global variable it's as easy as that. Essentially it means that the player will land on a star initially but it won't be collected. https://dl.dropboxusercontent.com/u/495 ... hecks.capx

  • You will need an app ID I think, which you get when submitting to Facebook. https://developers.facebook.com/

  • There's a good example here

  • With pathfinding you can always set a destination as long as you know the destination. If you don't have a specific path to a final destination then it will pick the shortest route, you can see this visually if you enable the nodes.

  • Are you sure you want the game to be designed such that you fall onto a bunch of stars on spawning and don't even have to collect them? I would just make sure the player spawns on an empty disc always and go from there. If you do want it to do this then I guess i can take another look.

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  • The events stopping you from moving are the event.x,event.y checks. Not sure what these do, probs checking for terrain. If you disable them then the character can move so have a look around what that event object is overlapping I guess. There's a hell of a lot of stuff in there but this is the main thing I could see going wrong.

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lionz

Member since 5 Aug, 2013

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