lionz's Forum Posts

  • So you are using the array's load action on start of layout and both layouts are linked to the same event sheet?

  • Do you have events that set an array size or reset data on the event sheet?

  • If both layouts are linked to a single event sheet and on that event sheet you empty/fill the arrays or set values for the start of the game ' on start of layout' then it would do the same thing when you change to any of the layouts. That's all I can think of because arrays are set to global by default and should retain data.

  • The issue is with the collision box of the robot. Bring it the bottom of the robot image on the run animation and then apply to the whole animation. At the moment the collision box is kind of floating around there.

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  • There is a manual for all the behaviours under Learn tab at the top. The best way would be to share your basic C3 file and let someone debug the problem if you said this was happening in a new project.

  • Every tick is not ideal but it shouldn't really be causing this issue, it's strange. add a trigger once to LOS event, move the simulate actions out into their own events and see if it fixes the issue.

  • Likely nothing to do with that event. You probably have another event somewhere that tells the enemy to set animation to idle and that's interfering with run.

  • Should I disable these until they come into view? That depends on the game design but generally if they are not needed then they don't need to exist there, you can create them when they are needed.

    And if so, how would I do this? There is a condition on the enemy object 'is outside layout' you can use this to pick the ones outside of the layout and disable them.

  • I'm not sure what the attempted shortform is but I would do it with a second event and condition, if bag clicked and bag.animationframe=bag.animationframecount-1 set frame to 0.

  • There is an option in animation editor for Loop, set it to Yes.

  • Good job :)

  • Oh right this is different to what I imagined. So it looks like a bug, you have 'any key pressed' go to start screen so any key press will skip everything and go to other layout. You need to get rid of that and have it go to the start screen when the animation has finished on the event above. Or if you do want it on a key press, youll have to disable that event with a condition and have it true after a certain amount of time.

  • What logic are you using to pick up the objects? If you're using drag/drop behaviour then this shouldn't be a problem as it will pick one at a time, but maybe you're not using that. Anyway since you're having a problem with it, look into Pick top/bottom condition on the object, you can pick the top object each time so one at a time.

    Edit: I just realised that your problem is you want to pick up one 'type' of object at a time. You can still pick types by giving red/blue instance variables type=red and type=blue to distinguish between them. Then you would pick up all with type=red or whatever fits the game.

  • Disabling the controls will only disable the movement but it won't stop your animation events which are probably on key pressed - play animation. Add a condition to your play animation for WASD events, to play only if hp > 0.

  • Whatever the solid is that the bullet is colliding with, you can use the spawn action for that solid to spawn the platforms on the solid, or at an imagepoint/particular location on that solid. If it's 5px away then move an imagepoint 5px away and spawn them there.