lionz's Recent Forum Activity

  • Link is broken. (yes with * removed lol)

  • Setting timescale to 0 does pause the game. Whatever your time variable is though, at the point where you want it to be stored set the time to a global variable something like CompleteTime so it is static and then display the global variable, that way time can continue but you have the completion time.

  • In general I think it's better to use an array for an inventory. I've had this issue before, I started off by using a physical style inventory where you compare animations and if slot is full by instance variables and the events begin to snowball. It is much easier to use an array and relate it to co-ords in an inventory. That way you can check what value is in the array 1,0 2,0 3,0 etc and match with the item you want. It also cuts down on events. If you want to use your current method I'll have a read of your essay in a bit

  • Yeah that post is good if you want to make your own from a sprite. There is also a built-in progress bar in C2 which you can try.

  • Well swapping will occur every time because you have no checks for if it would be swapped onto a wrong item space. The other issue is the same, there are no checks against is a sword trying to be put onto a helmet space. The latency, no idea seems fine to me.

  • Do you have any examples of what you mean?

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  • Yes that was just how I would block out the collection of the star on load. You could also toggle a variable on the disc that the player starts on, many ways to avoid it.

  • Should be simple enough

  • What are you trying to do?

  • Digital Media..

  • Well the transition should be instant if you are using go to layout.

  • Well usually you will have an event sheet linked to each layout but up to you really. Your logic seems fine, I don't use end of layout though, maybe that is too late or maybe it works. Check if the global variables update in debug mode.

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lionz

Member since 5 Aug, 2013

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