lionz's Recent Forum Activity

  • Can you please specify what the problem is, simply saying you have failed isn't enough if you want assistance. It looks fine to me, I can select levels...

  • There are several ways it could've been done. It could be press D, simulate D until you hit the first point yes. They could be set out like checkpoints and player stops moving on hitting each one. It could be custom movement, or 8-direction. The player on that screen might not even be player behaviour, could just be a sprite and its using the moveto plugin or just moving across X until it hits a level checkpoint.

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  • What specifically do you need assistance with? On the map he's probably moving to a point and then loading a layout, seems fairly simple.

  • You could just add to a counter when a fire is created and subtract from a counter when the fire is destroyed and when that counter hits 0 you set the boolean to false. You can use different global variables for different fires, so if fire type A occurs add 1 to firetypeA, fire type A destroyed subtract 1 from firetypeA and for fire type B add/subtract 1 to firetypeB etc. Because the variable starts at 0 you could set up a separate variable that triggers, fireStarted when the counter hits 1, so you know to check if a fire has stopped only when it has started, you can then toggle fireStarted off when counter hits 0. That's the way I would do it anyway rather than comparing to see if a particular icon is on screen, variables seem safer.

  • You need to apply the physics behaviour to the ground as well as the objects, set Immovable to Yes for the ground.

  • It came across as too confusing to understand

  • You need to use a global variable for lives. When you restart the layout, it creates a new instance of the objects and instance variables will be set to default, whereas global variables will remain unchanged.

  • It's because when lives is greater than 0 you restart the layout but on restarting the layout it sets the player position to mouse.x, mouse.y which is already overlapping the gameender. edit:Yeah somebody already posted.

  • In terms of player location on the machine, so it doesn't start from the original game load point, I store player x,y in a global variable when you leave the layout and set player position to these variables when returning to the layout.

    In terms of global variables, they should all be saved if you have 'included' them on each event sheet so that they are used. Even when switching between layouts they are global so should remain the same. Also make sure you don't have any random reset global variable actions in there.

  • You've posted a capx without the issue in it which is a bit strange. I'm not seeing a player or any animations.

  • What is this mail plugin? Can you delete that and re-upload the capx, thanks

  • PixelPower

    thanks for the idea, I think it might end up feeling like a theme park still though, I guess I would be replacing rides with alien rides and shops with alien shops so it would pretty much be the same thing unless I come up with some really unique gameplay ideas.

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lionz

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Last online 10 Mar, 2025

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