dop2000's Recent Forum Activity

  • Maybe make them invisible or move off the screen on layouts where you don't need them?

  • 1. In line 80 you need to pass item number (item's position in the array, or InvCell.order number) to the "DropItem" function.

    For this you need to pick the correct cell, the one which is currently selected.

    Similar issue with "Use" function - you are passing Collectibles.AnimationFrame to the "SelectItem" function, which is incorrect, because by default Collectibles refers to all items. You need to first pick the correct instance of the Collectibles family first, the one which is selected.

    2. Same issue - you need to pass item number to the function.

    3. I tried that and it worked for me. The game didn't pause (because Wait doesn't actually pause the game), but the lines "Jim takes the note and reads it. etc...." appeared on the screen.

    4. If you pick up the note before the handkerchief, they end up in the same inventory slot. Not sure why.

    You can see it in debug mode - both sprites are in the second cell.

    I told you I don't like this inventory system. Integrating it into your game made it even more complex, it's now really hard to understand what's going on.

  • So what's the problem? Global variables should be accessible from all layouts.

    Make a separate global variable for each of your characters and that's it.

    You can also use a dictionary or an array to store high scores, set Global=yes and they will also be accessible from any layout.

  • Aguamoose

    Oh my goodness...

    Why don't you add another sub-event under #101 and replace all those lines with this:

    For "offset" from 31 to 1
      Set value at (ArrayTilemapper.CurX, ArrayTilemapper.Yaxis+loopindex("offset"), ArrayTilemapper.Zaxis) to "Sand"
    [/code:3v4ffqq5]
    
    Also, you should use variables instead of fixed values. 
    If you put "Sand" in 10 events and tomorrow decide to replace it with "Grass", you'll need to edit 10 events. 
    If you add variable TerrainType="Sand" and use it in 10 events, you'll only need to edit 1 variable.
  • I thought a large 1x1 px tilemap would be insanely slow. I underestimated C2 again..

  • R0J0hound

    Wow, this is so cool and works so much better than my petty attempt!

  • I understand you question, but you didn't provide any answers to my previous comment.

    Your walls - are they sprite object or tilemap object?

    If the wall is sprite, you can create another frame for metal wall and an instance variable "wallType".

    For rock walls set animationFrame=0 and wallType=rock

    For metal walls set animationFrame=1 and wallType=metal

    When player collides with the wall, add another sub-event to compare wallType. If wallType="rock", then enable wall jump. If wallType="metal", don't enable wall jump.

    With tilemap it can be a little trickier.

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  • Have you tried contacting the author of this engine? It's his job to fix issues like this.

    The virtual joystick works on PC with mouse, but doesn't work on my mobile phone. Maybe there is some mouse event that is causing this problem.

  • JMTook, How did you make your walls? Are they sprites or a tilemap?

    Do you have different objects for metal and rock walls, or are they instances of the same object?

    It would be much easier if you share the capx.

  • , there are 4 pages in this post. Which comment are you referring to? What exactly are you trying to do?

    Please also share your capx or a screenshot of your code.

  • luckyrawatlucky, no, he needs to play two animations at the same time.

    One hand blocks with the shield, another hand attacks with the axe - both at the same time!

  • Add "Key is down", then right click on this condition and select "Invert"

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dop2000

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