lionz's Recent Forum Activity

  • Create a sprite on click down, set its angle to touch and increase its height as you move away from initial touch.x, touch.y.

  • It's the first one with an & before Coins.count. It is an expression, don't put it inside ""

    Coins is the object, whatever you called it.

  • Hiya, number of coins in layout is coins.count

  • Fairly easy to do although the tweaking of actual force values is up to you. On mouse button released you would apply a force toward position (physics behaviour) on the ball, where the position is mouse.x,mouse.y. To change the force based on drag distance you could detect the distance between initial click and button release and add this value to the default force value, so the longer the distance then its force+distance, it will travel further.

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  • You could add the text strings to array and push them through as the conversation goes on, you can keep deleting the top element of the array so (0,0) will show in the text box. You could set up an event that says when a variable is such a value then set text to something, such as 0=show textA, 1=show textB, increase the variable on key press.

  • It picks something at random or it's a predetermined conversation that runs until an end point?

  • Move add 1 to deadEnemy to an 'Enemies on destroyed' event and see if there's any difference.

  • You are right the events will run top to bottom, unless they are a trigger event like on created, see https://www.scirra.com/manual/75/how-events-work

  • When you view the variables they will be correct, but they are not correct in the tick (1/60th of a second) that you look for the path. Your code works like this :

    Spawn villager

    Find path to town.x using default villager.gotoUID (they will all find a path to the same town)

    Change villager.gotoUID after path already found

    It does event 15, then 17/18, then 16.

    You need to wait for a bit to allow all the variables to be set and by that I mean probably 1 second but even a wait of 0.1 secs in the on created event above find path would show it working.

  • The issue is exactly what blackhornet described so not sure why it was ignored.

  • Try making use of conditions (press C on the event), it means that when something is true or set then it'll block out an event from running. So you could have movement with condition variable collideEnemy=false, so when collideEnemy=false you will move every tick. Then on collision with the enemy you set collideEnemy=true for a few seconds. This will stop the player from moving until you set collideEnemy=false again.

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lionz

Member since 5 Aug, 2013

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