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  • If it's switching characters and not players (it's the same player) then you could just change the animations based on which global variable is set I guess, which uses the same object.

  • Can you add some more information please?

  • Can you share it as a capx please (another option when you save). caproj is useless without the other project files.

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  • Set some kind of toggle variable condition so that when the help is open, the mouseover event doesnt work. So wherever the mouseover change event is, add if helpOpen=0 or something. When you open the help, set helpOpen to 1. This will mean the mouseover change to a hand won't work when the help is open.

  • Check out the manual for how events work. The page is even called how events work <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> https://www.scirra.com/manual/75/how-events-work

    A cutscene would just be a bunch of events in order, with objects moving around and text boxes appearing I imagine. You can switch to a new layout for that. A trick for a moving camera I use is to add the ScrollTo behaviour to an invisible object that moves about the screen, then the game appears to follow the camera.

  • YoHoho I've made a capx here, it's one event. https://www.dropbox.com/s/71fhi1q6g1y63 ... .capx?dl=0

    The other stuff is just to spawn random bullets so you can see the damage being taken off the enemy.

  • Well in theory you could not use families, create one sprite object called bullet and constantly edit its variables and animations during runtime but that's going to be incredibly confusing and not the way I would do it. You need the separate bullet types as objects, you can leave them all on a layout with their default values. Then you group the general events like being hit and taking damage using families. This then allows you to also call upon the separate bullet types in some events if it calls for it.

  • Although the family instance variables are used and apply to all family members, they can be set separately. So if you have a family instance variable BulletDam, it will appear on all bullets as a variable but Bullet A can be set to 10 and Bullet B can be set to 20.

    So you set the individual bullets A and B up on a sheet, where they have their default values for BulletDam. Then when you do the general event if Family Bullet is overlapping Family Enemy, subtract Family Bullet.BulletDam from Family Enemy, in just one event you can set up something where any bullet overlapping any enemy will subtract its own damage from the enemy. I think that's what you wanted, in just one event.

  • You mean to auto create the collision? Well C2 just does a guess, it's up to you to add more points and shape it how you want. Shouldn't take too long!

  • You took out the code that makes direction 1 and 0 mean something. The reason it's still moving and toward the right is because it's set to a bullet. I sent a PM anyway.

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lionz

Member since 5 Aug, 2013

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