lionz's Recent Forum Activity

  • Don't use both of those things at the same time. You need to decide if it's an object that remains in the previous layout (Persist) or an object that follows you through the layouts (Global)

  • Put Scroll To behaviour on an invisible sprite, this will act like a camera. Then have the sprite slowly move to the right with events such as set sprite x to self.x+value or something similar.

  • You just need the condition I mentioned trigger is used=false so it only picks from ones that are not used yet.

  • Ya I think just fix the music so it loops. I don't think you need control over parts of a track. If you really wanted to do it you could get the time of when it should play the sound and start a timer of that length when the music starts.

  • If you do a condition enemy.AP=0, you can set a global variable to enemy.pickedcount. This value will be the number of enemies with AP=0. You will need to add an Else and the Else is run when it can't find any i.e. what you wanted when there are no enemies with AP, it will run on the Else.

  • Isn't the best fix to make the track loop correctly ?

  • On start of layout - repeat 9 times, system pick a random instance of 'trigger' and spawn 'collectible'.

    To stop it picking the same one twice you can use a variable on 'trigger' to mark it as used, so then the above would be pick a random instance of 'trigger' where used=false : spawn 'collectible' and set used to true.

  • You could say while player is off screen disable pathfinding and have the enemy move towards you with a bullet behaviour, or move to etc. And when you are both on screen then do pathfinding. I think it fails because pathfinding only works within the viewport so they won't find a nearest path that includes wrap.

  • To select the random enemy use system pick a random instance of enemy. Use a variable on the enemy to enable when it's selected and the AP is reducing. Then you compare if enemy.variable=true and enemy.AP=0 then run the random pick again.

  • Ok so you had an event that runs to delete that object so probably that's why it is deleted immediately after the load. What do you mean by load is failing ?

  • You want the pathfinding behaviour

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  • But you said you moved them to stash after saving ? Do you mean the inventory does not look the same as when you saved it, after a load ? Check your events like on start of layout and such that might delete objects.

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lionz

Member since 5 Aug, 2013

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