Excal
yeah it will be fairly obvious things i hope. certain weather types with certain items in certain places will create events.
Looks fine to me.
nice effect!
Joannesalfa
That could work if it was for realtime weather stuff happening outside of the app but I wasn't looking to do anything like that really. Not that kind of waiting! I could just use timers if it was on rotation of weather but I'm still not sure if even that short time of waiting is too much for players.
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CDAfree C-7
You just use the same advice as above but you use more variables...
I'm not sure exactly what you need but it sounds like you're looking to finish attack animations before the next one plays, but in quick succession. You would just set variables at either end of Is Playing and at the end of each animation, trigger the next one.
Something like when player is in axe animation + on collision with enemy then do damage?
Hello!
I was about to start work on a game where the player waits for the weather to change (or controls it). Essentially you start on a scene and you can adjust the weather to sun/night/snow/wind etc. I was trying to work out how much control the player should have over it. Do users like waiting? i.e. every 20 seconds the weather changes on rotation and the puzzles are timed. Or should the user have God-like control and have weather options? Still deciding on this. The idea is that you have a scene and you can pick up items, adjust things based on the weather e.g. as a random example, a caveman could be frozen when its winter and then is thawed out and moving when its sunny so you can use him. There might not even be a requirement for a character, it could just be point and click. Any ideas/feedback you have would be most helpful : D
NOONE wants to make this game
tulamide
haha! we shall see. hopefully it's fixed now.
Gagaween
Within the sub-event where you're randomly creating LootVar, you can use System > Compare Variable and the Local Variable LootVar should be selectable.
Would have to see an updated .capx but the text box isn't set to Global so it could be that. Not sure I understand what you're asking in the P.S. bit there :)
You have it set up nicely at the moment. You could do 'Is Overlapping Door' as well as 'Key Pressed' so the player presses a key to use doors. Up to you though :)
Global Controls - grab the control settings stuff and put in an event sheet called 'Global Controls'. Then on every event sheet in the game you need to right click and add 'Include Event Sheet > Global Controls'. This will allow you to control the character in all levels.
The only reason you would be starting on the second event sheet is if you have it in front of you when you go to preview. The first sheet is set as the default so this will launch first.
If they're all identical enemies why does it matter which order they are in? How can the user tell ?
Create a global variable..
Keyboard, on "Space" pressed
(condition if)CanShoot=yes
-------> Shoot
When you don't want him to shoot set CanShoot=no