lionz's Recent Forum Activity

  • Depends how your enemy is moving :) what logic are you using to move, it is bullet moving left/right? When they attack you can set speed 0 or disable bullet, then if player moves away so distance between player and enemy is greater than 20 for example, then you set speed back to normal or enable bullet. Distance check is distance(player.x,player.y,enemy.x,enemy.y) > 20.

  • Ya that is not the animation but more that the object is stuck and pushing on the player, you need to set a limit distance of x between enemy and player for the enemy to a. stop following and b. start attacking

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  • Those events run every tick so too fast to see anything, move to every X seconds for deducting health variables. Animation you can also add to every X seconds so it plays on every attack.

  • What you're looking for then is every tick > simulate control up on 8direction behaviour, with a scroll to behaviour on the player. Then it will move up automatically through an existing level with the camera on the player. When down is pressed you just limit the max speed and reset it when down is released.

  • Can't see your events

  • Detect if enemy is overlapping player and attack/play anim every x seconds?

  • Yeah remove the trigger once, then move the animation logic elsewhere as it will loop the anims.

  • Functions like this are good in some scenarios if you pass the family UID through the function so it can always be recognised but I agree that functions are of no use with this turn logic, better to just use global variables.

  • What a beautiful poem.

  • The trigger once is the problem, remove that. To stop the animation from looping you can move it to a separate event : 'is open' check and add a trigger once, or set the animation to not loop or repeat.

  • It's debug to detect whether 'is falling' 'is jumping' or 'is moving' are true.

  • You give the box an instance variable, and say box on collision with enemy subtract 1 from box.variable. As for the colour, the logic could change depending if it is 34 different colours or just alternating between 2 colours for example. You could add 34 frames to the box animation and set the box frame to box.variable so they match, i.e. when box is 34, it shows frame 34 of the animation.

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lionz

Member since 5 Aug, 2013

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