oosyrag's Recent Forum Activity

  • Sorry, without being able to visualize the effect you are looking for, I don't even know where to start.

  • There should be several ways to do this, although the one that comes to mind first is one of R0J0's examples.

    Might take a bit to wrap your head around though.

  • Use a variable - CharacterWindowVariable

    On keyboard C pressed       | Create CharacterWindow
    CharacterWindowVariable = 0 | Set CharacterWindowVariable = 1-CharacterWindowVariable
    
    On keyboard C pressed       | Destroy CharacterWindow
    CharacterWindowVariable = 1 | Set CharacterWindowVariable = 1-CharacterWindowVariable
    
    [/code:3llldr76]
  • You can:

    1. Set points and life as global variable instead of instance variable (right click on event sheet - add global variable)

    2. Copy the player instance variables to the global variable when changing layouts, and copy them back at the beginning of next layout.

    2. Add Persist behavior to main character sprite. Not sure if this actually works, as it is meant for saving the object when you go to the previous layout.

  • Yes that should be the simpler behavior actually - right when they overlap, pin player to object (suggest adding Trigger Once as well).

    I made an example for someone else, for picking up an object. Not exactly what your situation, but you should be able to get the idea.

    https://www.dropbox.com/s/gf5pnjr3jcrwr ... .capx?dl=0

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  • Have you tried following the multiplayer tutorials step by step to get a clear understanding of how the multiplayer object works?

    After that if you have a question about how a specific part of multiplayer does or doesn't work, ask again.

    Some things about your capx - for starters you don't have a button placed for you to run the event to connect to the signalling server. Your max peers is set to 0 so no one else can join your game after your host connects.

  • Try using collission or overlap conditions to specify which instance is being picked specifically, then pin the player to the object.

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  • Each intense calculation would need to finish before the next starts.

    So.... they do go in order, but your actual system frame won't update until the entire event sheet has run through, so they would all appear to fire at once, when everything has been calculated and your system is ready to display that frame.

  • Ah I see. You can do this with an event.

    System - On start of layout    | System - Scroll to (0,LayoutHeight)
    [/code:3fb7pv94]
    
    It won't show in the layout editor, but when you preview/start your game the window will start on the bottom.
    
    The right click aligning options are used to align objects you've placed with various edges.
  • Try firebase

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oosyrag

Member since 20 Feb, 2013

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