lionz's Recent Forum Activity

  • array? When an apple is clicked set an instance variable on the apple to true. Then when button pressed destroy all apples where instance variable is true.

  • To call the function you use the action Call "Function".

    On "Function", the actions to the right of this run in order when you call the function.

  • If you destroy the sprite and create it again then it will be created with the default values. That's a way of refreshing it if it's an applicable method to your game.

  • Here : https://www.dropbox.com/s/u5nzb1s2wbqlt ... .capx?dl=0

    Not sure what you're trying to do with the count_instance variable though.

  • Pretty much impossible to tell from a screenshot. I would suggest putting some debug logging in, in the form of pushing text to an array. It is useful for working out where things are going wrong. Also look at the array in debug view to see what the value is at 0,y. What is actually wrong, is the animation not as expected? Is it spawning the item? It's not even clear if RemoveFromInv function runs at all and it picks up IDREMOVED value correctly.

  • I think that link is broken, but sure I can take a look.

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  • It's because when you press the text box on the game over screen to restart, you are 'in touch' and when you navigate to the game layout you release the button that becomes 'a touch end' and sets Aiming to 0 for a brief moment. When Aiming is set to 0, it doesn't set the position of the ball to the sprite like it does when Aiming is set to 1. You'll have to rework that logic around the any touch end event and setting Aiming to 0, come up with a foolproof way of forcing that ball position to the sprite or find a way of forcing Aiming=1 at the start of the layout. To clarify, the issue is to do with Aiming being set to 0 on start of layout because you are in a touch from the game over screen, which doesn't set that ball position correctly, whereas when you start the game initially you are not in touch and Aiming=1 so it looks correct.

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  • You can do this in one event.

    Have an instance variable or boolean i.e. isUsed on the plate.

    Have 2 variables on the burger which is its current position (for cancelling). curPosX and curPosY.

    Then the event is Burger on drop, if overlapping plate and plate.isUsed is set to false, set burger position to plate and set plate.isUsed to true, Else set burger position to burger.curPosX, burger.curPosY (its position before it was picked up).

  • Hmm well there's the second way I mentioned where you collide with the outside of the track. You could also possibly do something like set image points on each corner of the vehicle and say if any one of these is not overlapping the sprite then the vehicle is outside of the track.

  • Right click on the overlap event and select 'Invert', this then becomes 'when not overlapping the sprite' i.e. when you are outside of the sprite area or track. This would be more for if the entire car has to be off the track though. You could also consider just having a sprite that borders the outside of the track and using an overlap event with this if it is to be that the car is slightly off track that triggers the lose event.

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lionz

Member since 5 Aug, 2013

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