lionz's Recent Forum Activity

  • People lean towards using layers because they likely come across problems with going between layouts and values start resetting and they don't know how to handle it. If you are comfortable with layout transitions then I tend to use separate layouts for main menus, and make use of layers for in-game UI, boxes and dialogs that are likely to pop up.

  • Yes, that would be an identical solution.

  • It should just be On Drop > Destroy. The behaviour handles all of the dragging and dropping without the need for touch events. The touch commands you're using are for general touch and can be represented by mouse clicks, which is why you need to click on the object.

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  • For Pong I guess you would set the bar's Y to the Y of the ball and to adjust the difficulty you put in delays for its speed in getting to that Y.

  • Yeah, by using arrays. Search 'inventory' in the tutorials.

  • Because the two scenarios when you are releasing the Z button are already covered by animations : moving and not moving. You'll have to put a timer in or something when releasing the Z button to allow the attack animation to finish before playing the other anims.

  • I think you're looking for 'Is on floor' instead of 'On landed'. 'On landed' is when the player first hits the ground, so you can't run at the same time as this.

  • Since it's a level editor I guess you create it in a grid format, then you could have a detection sprite, a kind of pre-stamp thing like they use in theme park games and real-time strategy. If the pre-stamp object that follows the cursor is overlapping an object already in the level then it can't be placed.

  • I guess you need a long layout where you just run across like a platformer, keeping the scroll to on the player and if you stop you die. You could mimic it by possibly doing when right key is pressed down, have the background scroll in bullet behaviour like you have there with things coming at you while the player character is static, so you are in control of the level moving. So basically whenever right key is down the bullet behaviour is enabled on the background and floor, then you spawn obstacles randomly, while your character has a running animation.

  • I think I've seen this before. As a logical guess, you have the when W is down checks but they are overridden by the general checks for mirrored/not mirrored, so its trying to play left/right animation constantly as well as the up and diagonal animations, they are basically true at the same time. You need to filter out the general checks for left right with when W is not down.

  • Click on a sprite in the menu and set a variable to a certain value which relates to that sprite, i.e. if you clicked the grass then set var to 1, if you clicked path then set var to 2. Then on mouse clicked, check that variable and create the object.

  • Isn't that the same solution?

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lionz

Member since 5 Aug, 2013

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