lionz's Recent Forum Activity

  • What I mean is have slot1.powerup as an instance variable.

    The powerup object you are dragging has its own instance variable powerup.name.

    Then when you drop powerup onto the slot, on dropped you can set slot1.powerup to powerup.name.

    There is no need to list 16 powerup variables on the slot, just have an equipped powerup which is a name of the thing that was dropped.

  • Normally I would say use an array but for a simple inventory system like this then the variables could be enough. You drop a powerup onto one of 3 slot objects, the slot instance variable takes the name of the power up, you could then use this name however you want : set the animation of the slot to show the powerup, when you use it refer to the name in events.

  • Bizarre question, just set it in the image editor.

  • A layout resets by default right when you enter it so what do you have going on so far to stop enemies being created on entering a layout, persist behaviour?

    Is it one layout or several layouts?

    Do more difficult enemies spawn or is it the same enemy type?

    What should happen if you progress without killing the enemies and go back?

    What happens to enemies that you haven't reached yet that are beyond the save point?

  • Global variables, or an array.

  • Pathfinding behaviour doesn't work like that. You will need to add a trigger once condition on the left so it doesnt keep finding a path. The find path action can remain. Then you need a new event, redcultist on path found > move along path. You can find more about that behaviour in the manual.

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  • Hiya, pathfinding can be tricky. Finding a path every tick can be a bit of a disaster, also I don't understand the comparison for whether the enemy does not have line of sight? From your events it looks like you want the enemy to constantly move. If you are trying to follow the player constantly then bullet with set angle toward will be better.

  • Hiya, I can see what the problem is, because events run top to bottom in construct, it is setting it to 1 then back to 0 in the same tick i.e. you won't see anything change. You could solve it by putting a wait or timer before setting the variable. Another way would be to actually make a toggleable variable so have wood.checked as a boolean, on J pressed toggle the boolean, then have events if true or false do such a thing instead of 0/1. That would mean a single press of J toggles the boolean and avoids the setting back and forth problems.

  • Hiya, is this after touching the text object to go to layout 2? Layout 2 will be hooked up to a different event sheet, i.e. event sheet 2 instead of 1. Check for this first.

  • It should work so there's a problem with your events I guess. You could use 'simulate control', give your enemy the 8-direction behaviour and based on certain conditions have it simulate presses up down left right etc, that would move the enemy. You can also do the same with the tile movement behaviour, that might be useful for your game. Also there is a 4th option to use pathfinding and have the enemy find a path to the player.

  • Great, glad it's fixed :)

  • Well you set cost to a value for next time and it'll be up to you to decide how it scales and what that formula is. I used self+1 so it increases by 1 each time you upgrade, the actual value will be for you to decide.

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lionz

Member since 5 Aug, 2013

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