Thanks. Works wonderfully. Completely forgot about "last created" and didn't want to have to go through the whole UID thing haha
I don't understand your question.. Can you post your project file? Or at least draw a picture of what you are trying to make?
oml I forgot the link. Here dropbox.com/s/bvicb7fw2sb0imd/Cat%20Game.c3p
I am trying to make a wheel work that slows down to a stop. I want to change the spawn timing to be slower as they slow down so it doesn't overlap like it usually does. I tried changing it in different ways, doing complicated equations to make them slow down as it goes (although even if I could figure out how to do that I figure I would have to change it every time I wanted to change the speed), I also tried doing a wait for signal which waits till the latest card has passed X 75 although I figured there was probably a simpler way.
To test it click the red button in the top left. That's what I'm currently working on.
TL;DR/Summary: Press the red button in the game. I want it to spawn slower as it slows down so they spawn the same distance (or similar) distances apart.
> The arrow uses bullet physics correct? You want to mirror it when you are facing the opposite direction or set the angle to the bow/character angle. I should've been more specific the problem I'm having isn't that the bullet is going the wrong way I have a specific sprite for when the character is facing left and it isn't spawning. The conditions and actions are the same for each
> The arrow uses bullet physics correct? You want to mirror it when you are facing the opposite direction or set the angle to the bow/character angle.
I should've been more specific the problem I'm having isn't that the bullet is going the wrong way I have a specific sprite for when the character is facing left and it isn't spawning. The conditions and actions are the same for each
Oh in that case you want it to be 1 arrow with 2 animation states. left and right. Then call the animation when you are facing the correspondent direction
I had finally got a good (good enough) level editor going so I decided to export it to my game. The only difference is my game uses tile maps (I will take autotiling another day) whereas the test editor I set up uses sprites. Everything was working fine (except I can't change Mouse.X to touch.X in the code because it automatically thinks that I am touching 0,0 whenever I stop touching.) Heres my test editor link.
https://www.dropbox.com/s/7z8qvryghx45y48/TileEditor.c3p?dl=0
But when I put it into my game it doesn't work... (ignore most of the game. Only pay attention to the level editor event sheet and layout.)
https://www.dropbox.com/s/ss481gzj4ujrxi1/Slip%20Slap%20Snap.c3p?dl=0[/url;]
If anyone can tell me how to fix the code that would be great! Also if you have any tips on autotillers or know how I can get it working mouse free I'll be rather greatful!
The arrow uses bullet physics correct? You want to mirror it when you are facing the opposite direction or set the angle to the bow/character angle.
Alright. Thanks!
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Wait. I should be able to optimize with functions right?
2 depth. The colors represent the different tiles.
The game will eventually take place in a
6x6x2 (But may become larger)
Many tiles (Currently Ice, Water, Snow and Grace)
Many above ground items (Currently above 10)
Sorry I'm still not sure how I should be handling the for each loop issue.
Also how would I go about making it more efficient?
(Eventually it will be 6x6x2)
(Also this project is so I can learn how to use a tile editor so I can then add it to a different game I'm working on)
Yesssss Dop2000 is viewing so you know he is about to answered lmao
The specific part in question is under Load and it's the for each loop. I believe that is where the error is. You should be able to save and load your 3x3 tile board with the S and L however upon loading something the "Nothing" sprites are deleted (as wanted) but then not replaced (where needed) Except at the top 3 (Even when another tile is there)
Please answer quickly as I'm on a library computer and it's closing soon lmao
dropbox.com/s/7z8qvryghx45y48/TileEditor.c3p
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Currently trying to make a level editor test for my game. I feel as if I've handled it incorrectly. The actual game I'll be using it for is 6x6 instead of 3x3 and uses a lot more tiles. Is there a simpler way to do this? And can I make it work online/server based like the mario maker level editors? The game will be on mobile. I'll also need a 2nd layer for stuff like the collectables and character which go on top of the tiles.
TL;DR
• Easier to use save system which works for 6x6
• Sharable Online (Like mario maker levels)
• Mobile Friendly
• Needs to be able to have a second layer for collectables and player
Heres my current code
Also trying to find other ways to tidy up my code but mainly need to fix up movement. I want it to move like a tile but without stopping every tile.
Code Below:
https://www.dropbox.com/s/ss481gzj4ujrxi1/Slip%20Slap%20Snap.c3p?dl=0
Current Stage of Game Below (Use as example of how movement should work):
flippydolphin.itch.io/frost-and-found
I currently want to change the movement system because it's just too buggy!