lionz's Recent Forum Activity

  • What you're looking to use is 'set bullet angle of motion' instead of 'set angle'. I assume you bumped up the speed on the balls which don't have stepping. 1500 speed is good for the ballstep objects.

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  • Just saying you may have saved it on a beta on one device and now you are on stable, what version is it showing? I didn't see that error before so I am just going off that. You can bring Ashley to the post, he might be able to recover something. Also it's a full game and you don't have back ups?

  • You should make back ups. Do you definitely have the latest version of C3 installed, if so what version? Also there's a chance it's not properly installed due to browser or cache issues. Share the file maybe someone can open it. Worst case maybe Ashley can attempt to recover it.

  • It is like this by default. If you said bullet on collision with object A > destroy, why would it be destroyed on collision with object B?

  • Yeah not instance variable, it is a condition on the object you can 'set y' every tick, so you can set y to current y + or - a value which moves it. For clarity.

  • Are you sure that's a screenshot of your code? :) You use an instance variable on the platform and depending what it's set to, you do object set Y to self.Y+value to move it down the screen, or object set Y to self.Y-value to move it up.

  • If you are making a top down tank game then you should really make use of the Pathfinding behaviour. Check it out!

  • If you use the event above running every tick then it should be setting position to the enemy constantly as it moves.

  • To keep locking on in general you say 'pick nearest' enemy to player (a condition on the enemy object), set black box position to enemy.

  • Yeah the question is too vague and the example games you gave are RTS which tend to have the same maps each time as campaigns so you would have set levels and not sure how that relates. What you are describing with the layouts though isn't possible, you don't create them dynamically during run time. You would have one layout for the level, and each time load the level you want, there is no need to create further layouts. If you're referring to random generation of terrain you use arrays and load the levels from them but it gets a bit complex unless you're using a tilemap. There should be some posts around the forum about that kind of thing.

  • Rather than use 'set animation' for all the events you should give your player a state (instance variable). Then you can say if C is down set player state to crouch. If player is overlapping crouch area then set player state to crouch. Then you have a single event for the animation, if player.state is crouch, set animation to crouch. Combine this with an idle state that you set on C released or NOT overlapping crouch area and it should be fine.

  • Some conditions are 'trigger events' which you can't invert. Anything with the green arrow.

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lionz

Member since 5 Aug, 2013

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