lionz's Forum Posts

  • You can create the weapon object and set variable 1 to choose(Kings,Godly) and then variable 2 to choose(Haste, the Whale) for example it picks one of the options.

  • Means you moved it to a different folder or could be like a school access thing like you need to log in to access the folder.

  • What stage are you at ? Did you already make an inventory system ? If making an inventory with an array I guess you would need 3 columns for the weapons with stat 1, weapon, and stat 2 in different columns. You can display the weapon name by using all 3 columns. Or if the game is more object based you can use 3 instance variables on the weapon object and when equipped then weapon.stat1 and weapon.stat2 mean something.

  • No idea then, from the event looks like it should delete all Felipe_Solido

  • Are you trying to destroy Felipe_Anim? because you picked the wrong object to destroy if that is the case.

  • You probably won't be able to make a single function out of every outcome of a key press which is why I wouldn't use functions to begin with because what you're describing is not repeatable bits of code. I use events based on the key pressed, not detect any key pressed then pass the key pressed through a function and determine it's outcome all inside one function, seems unnecessary.

    If I press 'down' then the player falls through a platform, that's one event. In a separate event if I press down and I am in the menu then other things may happen based off menu=1, I don't need functions.

    You can also make use of groups. If you are in the menu then you can disable the player controls group for example.

    Maybe some ******** developer has got an idea about these 'callbacks' and will respond with their input but I wouldn't use them myself.

  • How you are using the functions sounds alien to me. I see it as a repeatable set of actions. If I wanted to have different outcomes I would send through different parameters.

  • Maybe I'm misunderstanding you but you can still call functions using C3 and I don't see an issue.

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  • This looks fine assuming those events are running all the time, you didn't show the top of the event.

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  • Why that function runs few time if it is inside an event that should be generated only one time if true?

    I don’t understand this :(

    It's not, you've put the condition outside of the event on its own instead of as a sub event. Or if it's meant to be on its own then it needs a trigger once.

  • Another thing is that TurnN is supposed to add +1 at the end of each turn, independently if is point or not.

    I don’t understand why if it is point, this variable correctly increments by 1. If it is not point it seems that it add a random number (like ticks number).

    There are a few bugs around. You could do with trimming down the logic tbh. I see a problem at line 68 where this could run a lot of times so this means you are running that function every tick and maybe contributes to the variable

  • I didn't really see any problem with changing to the other player. Sometimes the arrow keys stop working when it is a player's turn this is probably to do with your activating/deactivating groups.

  • 'something stops to work' ? really that's all the info you can give us. well i see that the targeting stops working sometimes so the arrow keys are not working, if you mean this then double check the deactivating groups logic.