lionz's Recent Forum Activity

  • Before I read through the logic there please give the timers tags so instead of Timer A "", give it a name like Timer A "AWESOMETIMER" and see if it still breaks.

  • When a mile is travelled (however you are calculating that already)

    • Add $1.18 to variable 'Dollars'

    To print in a text box use SetText > "Total Money = "&Dollars

  • The logic seems a bit complicated with the grid snapping (unless it's really needed?) I would just snap the object in place when overlapping the slot and is 'InDrop'. If you are allowing the objects to be placed and snapped to any slot, even incorrect ones then you will need to make some logic to determine if the slot is full, basically a boolean for empty/full. If you're not allowing objects to be incorrectly placed then have the object return to origin position when 'InDrop' and not overlapping the correct slot.

    Also it looks like event 26 is a bit screwed and causing bugs? You have blue and green touch but then orange match. Anyway, if you need any more help I am here : D

  • ^ Yes. Did you want to display nothing at all or an idle animation or some kind ?

  • Collision should happen regardless of the Z order. Top of Z order is the top layer you have set up. Send link to .capx if you want some help with this. It could be any number of things - perhaps the collision is not set up correctly on one of the sprites? do you have behaviours attached to the sprites where they are set to not collide with solids?

  • Set up a second animation with whatever you want to display instead of the main animation. Then set up OnStartOfLayout > Play "Second" Animation.

  • On event 99 disable the destroy. As for flying past the target, it seems to work fine for me. It always hits the top part as I would expect.

  • What's the bug?

  • PixelRebirth

    Nice! I really should look into arrays a bit more..

  • I had a think and possibly a better idea...give them IDs starting from 0 and counting up. When one is removed randomly from the middle of the queue i.e. it has ID #3, disable the movement logic for anything with a lower ID number. This will work better as I realised that you will probably need to halt tiles on other rows. So if the tiles are lined up as 5 4 3 2 1 0 and you remove 3, it appears as 5 4 [ ] 2 1 0, you stop 2 1 0 from moving and it would end up 5 4 2 1 0 eventually. I didn't look in detail at how you were doing the movement but I could see co-ord type logic so just disable that. You should be able to easily compare an instance variable and run a foreach function for every object that has a lower ID.

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  • If you mean some kind of gravitational pull then yes, use 'MoveToward' when the object is in range.

  • You should still be able to make a team with people from other countries : D

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lionz

Member since 5 Aug, 2013

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