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  • I expected you to do it with Racers family that includes player and cpu, that will reduce risk of bugs. Also you should drop the trigger once and use the variable as the condition as mentioned above, either position=0 or finishedrace=false will do. Should be one easy line/event for everything.

    Does it stop at 4 when the player finishes and 2 CPU? It is always 4 ? Make the single event as I described with the fam and you won't have to track so many increases to the variable. The results screen is new, you can add debugging to find out if that does anything, maybe the picking is off. Reduce opacity of Racers that are finished to clearly determine who has finished and compare with the variable, do they match, and do this without the results screen first to find the cause.

  • Ok done, try this out dropbox.com/scl/fi/gcubx6lpxx7u3d85t43ji/game_edited-7.c3p

    - Note there were some changes to on start of layout event

    - I edited recipes during testing

    - I used opacity for craftable, you can change that to your own action

  • I'll think on this, it would need some changes because currently your logic is to craft when clicked rather than know beforehand.

  • Delete most of this, create a global variable for position set to 1 by default, then say when Racer crosses the finishing line (lap > 4 ?), set finishing position to global variable and add 1 to global variable. If needed you can also use a condition 'final position = 0' to act as your trigger once, it will only set a position value when it is the default.

  • Try this dropbox.com/scl/fi/qubh8uzy4gqviz1aclwbp/game_edited-4.c3p

    For it to work just leave the 2nd item empty as I have done temporarily in the health potion recipe.

  • It should revert back to zero as a default. If you have duplicate objects then this normally means they are set to global or on a global layer so you should remove their global settings in this case.

  • Right I thought you meant something like wood + wood. So it is just craft from a single item you can remove the condition itemA=itemB and it should work for an itemA only - however on the recipe itself you need to put something in for itemB that it will not find maybe something like 'noItem' will do.

  • Try this out, I added extra checks if both items are the same and that you have at least 2 in the inventory dropbox.com/scl/fi/p307wlfbjdimapib5kc6p/game_edited-3.c3p

  • > Do you mean a patrolling enemy that changes direction when it reaches the platform edge? You can put invisible sprites at the end of the platform, when it touches one of them toggle a boolean that relates to simulating left/right on the enemy platform behaviour.

    I would like a solution that does not require a physical barrier, that works in a more universal and adaptable way. There will not always be a wall in front of the enemy. Sometimes there will be a precipice.

    So that works then, you place the invisible sprite wherever you want.

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  • The main problem you'll have here is itemicon doesn't relate to any item. You do check for it in a condition as values 1 and 2 under recipes but you don't store them. You'll need to access recipe 1 and 2 again in the action to replace itemicon. If you store some of the data in local variables it might be easier to work with.

    If you need more help you can send the file but please leave two items near the player that they need and an idea of what is being crafted.

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lionz

Member since 5 Aug, 2013

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