lionz's Recent Forum Activity

  • If you give the Tilemap object the Solid behaviour, then any filled in tile becomes an obstacle that blocks the player movement.

  • A quick fix is to move 'on touch orange' to the bottom of the event sheet so it checks it last. If that isn't good enough I can try and think of a different resolution.

  • Weird post, look at Pygame.

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  • You've phrased the questions like they are in reference to a file but you haven't shared one.

  • Ah I missed out something there which may have confused you. You need a global variable that acts like a counter, then when you create enemiround object you set enemiround.variable to global variable (so 1), then you add 1 to global variable. Next time enemiround is created enemiround.variable will be 2. The reason its setting all crystals to same number right now is probably all enemirounds have the same number and I didn't mention you need to increment it.

  • The width of the array is the amount of X. Since you are pushing onto the back of X then last pushed is array.width-1 (because width includes 0, i.e. when you have only one array entry at x=0 then width is 1)

  • Correct it has no meaning in English

  • It's not a word, Challenger?

  • Don't use IID. Use an instance variable on the enemiround object. IID can change as you destroy one so that's not helpful.

  • So directly under the spawn missile action, you set missile.ID to enemiround.ID

    Then when enemiround destroyed, you say system pick by evaluate : missile object, missile.ID=enemiround.ID, destroy missile.

  • You're pushing counter into the array which is 2, but its position is 1. counter,1 counter,2 etc don't exist, you need counter-1,1 counter-1,2 i guess. Other than that you had the right idea.

  • If you do the logic in the correct order it should be fine :

    Box : spawn crystal. set cystal.variable to box.variable

    On box destroyed : pick all crystals where crystal.variable=box.variable, destroy crystal

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lionz

Member since 5 Aug, 2013

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