lionz's Recent Forum Activity

  • 1) Set the parallax in the layer properties to 0,0.

    2) Not an artist but there may have been some responses on this before about what to set that option to. I think pixel rounding set to On is supposed to get rid of seams or offset edges.

  • Yeah when I run the debugger it lags but the normal game is fine. I don't use the debugger to track performance.

  • Hello!

    First you will need to track the animations clicked if you have not done this already i.e. global variable starts at 0, when correct animation is clicked add 1 to variable.

    When global variable is 2 (all animations clicked) > use system go to layout 2. (explained in General section here: https://www.scirra.com/manual/125/system-actions)

  • There are lots of ways you can do it. This is another way : https://dl.dropboxusercontent.com/u/495 ... rols2.capx

    Here you assign player 1 a character and set the anims corresponding to the character and player 1 always has the same controls.

  • There might be but I do it this way, especially for the controls. I don't see any reason to look any deeper into it because the premade behaviour handles everything.

  • Yeah under pathfinding behaviour if you disable Diagonals then they should just use those angles.

  • I would take the for each EnemyCntrl out of the nested loop and have a separate event, on EnemyCntrl created > set type to random (0,2) but that's just me.

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  • Yeah we can do that, I just wanted to make sure the layout scale was good enough. Put the green bit on its own layer that scales. Everything else put it on a layer with scale rate set to 0 and it will be unaffected when you use layout scale.

  • Does system layout scale work or are you looking for something else? I'm no artist so you might be looking for something specific.

  • When I'm doing controls it's as simple as that : https://dl.dropboxusercontent.com/u/495 ... trols.capx

    I also added a character select so you'd see how I would start with the basics of picking a character.

    You don't use families for this but I've added the two events underneath to show how you could use families, i.e. when any character's health is 0 then destroy, this saves you from typing out when wizards health is 0 then destroy, when knights health is 0 then destroy.

    The setup of the controls is really based around how your game works. If player 1 selects wizard, the wizard will spawn OK but which controls are they using, is it always the same set of controls for player 1 and player 2? It's easy to set up with player IDs.

    Regarding the last question, that's for you to decide I guess? You said it was local co-op so I guess the controls are set to certain buttons.

  • It's because you're using conditions for objects that haven't been created yet. I would use a global variable to block the players from buzzing.

    https://dl.dropboxusercontent.com/u/495 ... wedit.capx

  • Sorry every tick might make it smoother, how does that look? I just slowed it down so you could see the zoom.

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lionz

Member since 5 Aug, 2013

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