lionz's Recent Forum Activity

  • When I'm setting up stages like this I use the variable itself to toggle on/off. I had to use them a lot with my theme park game. You don't need 'for each' or 'trigger once' here. I would set it up with the following edits:

    second event: simply AI=0, set angle of motion, set AI=1 (notice no wait)

    third event: AI=1, wait random time,(wait moved to here) do the event 3 logic

    That should work...

  • Hello again. This should work, I put image point 3 on the gun turret, or at the top of the chassis.

  • 1. You need to make use of variables. When the bullets disappear you can set a boolean 'isEmpty' to true and set 'isEmpty' to false again when the bullets are full or you want the player to be able to shoot. Then on your shooting events you add a condition that you can only shoot when isEmpty is set to false.

    2. Not sure exactly what you mean but you can make use of set angle which will set the angle of the bullets fired.

    3. You'll need a some logic that chooses a random action that the player is also able to do. If you want them to react then you'll need some kind of trigger like put a detection sprite around the enemy, if a bullet crosses that area then they will do a thing.

  • How is your game working, is everything just scrolling down? The way the coins will work depends on how you have the game working, that was just a starting point. On the example I set the X to a specific value but you can send the X value through the function as a parameter or choose a random X inside the function.The platform code seems OK, probably something overriding it.

  • The only way I can see that it's doing that is if you put the numbers in quotation marks which means they're now strings and it's sorting them alphabetically by first digit.

  • Are the platforms separate instances of the same platform object? if so, give them an instance variable or boolean that toggles when the event first triggers/score is given. Then add a second condition into the landed event that checks that the variable/bool isn't set.

    So something like :

    Event - platform on landed

    Condition - platform (family) > compare Y > platforms 'greater than' player.Y

    Condition - hasScored(inverted) --------- give score, toggle hasScored true

  • You can simulate left/right whilst a boolean is enabled then switch it off, or you could make use of rexrainbow moveto plugin.

  • Here is an example of how to use a function to create a line of coins.

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

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  • Although on second thought, you might want to be able to aim at all times..so this works for reversing the angle of the gun...

  • Bullet behaviour : set disabled

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  • The screenshots don't show you opening any event sheets...are they grey when you start a new project or add an event sheet?

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lionz

Member since 5 Aug, 2013

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