dop2000's Recent Forum Activity

  • I think what you need is Pin behavior.

    Set Object2 position, then pin it to Object1 as "Position and Angle".

  • Ok, this one was easy. Just move "Word Set text" to the start of the function:

  • I don't know, but I see on your screenshot (loop.jpg) that you missed "music" tag.

    Should be Audio.PlaybackTime("Music")

  • You can try the advice from this comment:

  • It's getting too difficult to follow.

    Could you share you capx?

    Also, can I ask - did you develop this game from scratch? Or did you use someone else's demo/game template?

    Because some of the code in your project is quite advanced, and yet the questions you are asking are very basic. I'm confused.

  • Well, what you are trying to do is not possible, because you can't refer objects by their name.

    By selecting multiple objects I didn't mean "at once", I meant selecting instances of different objects.

    Say, you can select either Block sprite, or Tree sprite or Rock sprite.

    And understandably you don't want to create 3 almost identical events. (if selectedObject="Block" then set position to block.. if selectedObject="Tree" then set position to Tree.. if selectedObject="Rock" .....)

    So the workaround would be adding all three sprites to a family SelectableSprites. And then do what I suggested in my previous comment - pick family member by UID and set position to family instance.

    And one more thing - BlockMoveable(21) means instance with IID=21, not with UID=21

    https://www.scirra.com/manual/130/common-features

  • See this tutorial:

    https://www.scirra.com/manual/163/line-of-sight

    Have you added "Has LOS to object" event? Your enemy should start shooting only if this event is true:

    Enemy->Has LOS to player -> Enemy spawn bullet

    If you still have troubles, please share your capx

  • Change your events to this:

  • Distance between enemy and player:

    distance(enemy.x, enemy.y, player.x, player.y)

    Angle from enemy to player (to shoot bullets):

    angle(enemy.x, enemy.y, player.x, player.y)

    Or use Line Of Sight behavior if you also need to take into account obstacles. You can set maximum distance for Line of Sight.

  • Move "Function call" after "Sprite133 Set isOccupied=true".

    And remove "Word append.." from this event, because this is done with the function now.

    Edit: actually, you should add another "Function call" in the Else event, after "Letters1 set position to (startY, startY)"

  • Akia410

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  • Almost..

    Events 17,18,19 should not be under "On Start of layout".

    I recommend you create a function "UpdateWord" and move these events to the function.

    Call this function after any letter is dropped.

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dop2000

Member since 26 May, 2016

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