lionz's Recent Forum Activity

  • I can see what you've gone for and I would also be taking a similar approach with an array with locator id but it will need some tweaks, specifically you should not go for this idea then use a new variable for each dialogue and a new text object also.

    - Use the same text object for dialogue and set its position to the npc you are near. Set text to npc, not npc to text...

    - For dialogue use one global variable that tracks the array position, not a different variable for each npc or dialogue...

    - Possibly make use of an npc family so you can reference 'npcs' instead of individual ones. This way you can pick out a single npc to set visible and make the rest invisible in one event...

    Also I think you missed off a part of the event in screenshots as I didn't notice anywhere you increase the position variable to move through the dialogue. My guess it is the last one where you press spacebar but you didn't show the full event.

  • If you add ScrollTo on the player it becomes an infinite space

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  • it's endless already, no illusion needed!

  • You can create the weapon object and set variable 1 to choose(Kings,Godly) and then variable 2 to choose(Haste, the Whale) for example it picks one of the options.

  • Means you moved it to a different folder or could be like a school access thing like you need to log in to access the folder.

  • What stage are you at ? Did you already make an inventory system ? If making an inventory with an array I guess you would need 3 columns for the weapons with stat 1, weapon, and stat 2 in different columns. You can display the weapon name by using all 3 columns. Or if the game is more object based you can use 3 instance variables on the weapon object and when equipped then weapon.stat1 and weapon.stat2 mean something.

  • No idea then, from the event looks like it should delete all Felipe_Solido

  • Are you trying to destroy Felipe_Anim? because you picked the wrong object to destroy if that is the case.

  • You probably won't be able to make a single function out of every outcome of a key press which is why I wouldn't use functions to begin with because what you're describing is not repeatable bits of code. I use events based on the key pressed, not detect any key pressed then pass the key pressed through a function and determine it's outcome all inside one function, seems unnecessary.

    If I press 'down' then the player falls through a platform, that's one event. In a separate event if I press down and I am in the menu then other things may happen based off menu=1, I don't need functions.

    You can also make use of groups. If you are in the menu then you can disable the player controls group for example.

    Maybe some ******** developer has got an idea about these 'callbacks' and will respond with their input but I wouldn't use them myself.

  • How you are using the functions sounds alien to me. I see it as a repeatable set of actions. If I wanted to have different outcomes I would send through different parameters.

  • Maybe I'm misunderstanding you but you can still call functions using C3 and I don't see an issue.

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lionz

Member since 5 Aug, 2013

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