lionz's Recent Forum Activity

  • set a local variable to random(1,100) then use logic to split the outcomes, if less than 70 do A, if between 70 and 90 do b, if greater than 90 do C.

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  • So I mean add a condition, which appear on the left (press C), to the on collision event. The condition should be critter opacity=100. This means when the bullet collides that the critter object opacity must be 100 for it to do the actions i.e. it is not fading. So you can only hit it one time with that condition.

  • Let's see a screenshot of the events you added

  • Add a condition to on collision event : critter opacity=100. When fading its opacity is less than 100.

  • Not really but you can edit the title and put [solved] I guess :)

  • Hiya, the reason it's not displaying is because the object is global and on layer 1. When you go to the score layouts there is only one layer, layer 0 so the object moves down to this layer. When you are back in the game screen the text object is at layer 0 and hidden beneath the purple background image. You can fix this by adding UI layer to the other layouts, or by making the object no longer global (not sure if this object does need to be global so uncheck the tickbox Global)

  • I have a feeling it's the ticking of the vibrate option. Like you didn't have it ticked for your first build but now it's ticked and some devices do not support vibrate maybe? It's probably not that at all but it's my best guess.

  • If it's a simple horizontal or vertical line then you allow the drag while keeping the X or Y at the same value. So if you are dragging across horizontally, you would constantly set the Y to the Y of the bar or line while allowing it to be dragged across X.

  • That's what I mentioned above. You need to fill the array with text, so remove the int which you have done. Then convert the scores back into ints further down. Use array conditions to run through X at 0 and 1 and convert them all to int(curvalue).

  • Ah yeah I see you're forcing it to an int in event 7 which won't work for text, it'll end up as NaN. You'll have to find a way to split out the name entries separate from the scores, or you could probably do something like once the array is filled, run through all X=0 and X=1 and convert them to int, while leaving out the int part on event 7.

  • Yes correct. Only the images for the current layout that you are on are loaded into memory. If you go to the next layout then anything not in use from the previous layout is unloaded etc. Only the current layout matters.

  • If you don't need it then don't put it in the layout. Everything is loaded into memory at the start of the layout even if the object images are invisible. Multiple layouts might be better for your game, or rather than invisible, destroy the objects and unload them from memory.

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lionz

Member since 5 Aug, 2013

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