lionz's Recent Forum Activity

  • Mmmm looking good, I added it to my wishlist. Good luck with it!

  • You only include an event sheet on an event sheet, it allows you to use the logic from one event sheet with another so they are linked, groups are not relevant here.

  • Maham Imtiaz

    since there are 3 guns, it doesn't know which gun you are referring to when you try to set the angle.

    event 27 will have all the guns spawn a bullet, but events 28 to 30 still have all guns picked so it will probably use the first instance's angle.

    you need to add a "For each Firegun", then have each one spawn a bullet separately so you can check the animation frame and set the angle properly.

    we established it's one gun

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  • You can just use a global variable to toggle it off if you want. var is 0 as initial value. On every 1.0 seconds you have another condition if var=1. Then you have following events : on Play clicked, set var to 1 (starts the timer) If total_seconds=0, set var to 0 (stops the timer)

  • You can use vector x on platform behaviour for this, so if enemy collides with you from the right side you would say player set vector x to self.x-20 or something. The 20 is number of pixels so you use this to adjust how far you are knocked back.

  • On the bullet's bullet behaviour set Set Angle to 'Yes' (ticked). Logic looks fine, you changed the bullet's angle but the bullet behaviour is probably not using the angle as the angle of motion. Alternatively you can use bullet set bullet angle of motion instead of set angle, if that's not too confusing.

  • It needs a better tutorial. The way that tons of information is thrown at you is annoying, I start the first level and get introduced to every menu all at once. You can't really expect a player to jump into the gameplay and instantly know what everything does, better designed if you guide them through it. The information for all those circle icons was ridiculous. The first castle has too much health as well, very tedious.

  • Instead of distance 5, use a global variable which is initial value 5. Then you add logic, on enemy destroyed : add 1 to global variable.

  • There is no speed linked to line of sight, rephrase?

  • Post the events you used

  • Umm you have it set to play constantly. Try a system > trigger once combined with the tracknum=x conditions.

  • The rockets are acting independently from the player, they should be using the bullet behaviour so they act like a bullet and set angle toward player means they will direct towards the player location. Also to note you need to set angle toward player constantly or it will just pick the original location of the player and just go towards that and never update and follow the player.

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lionz

Member since 5 Aug, 2013

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