lionz's Recent Forum Activity

  • ...and I need to spawn at different times a member of family with different "ID" - what does this mean? Not clear what you are trying to do.

  • So for the text you use set text to enemy.health

    However the text object needs to relate to the enemy, so you need a condition (unless they are in a Container, this is a different thing). So you can use a condition such as enemy is overlapping text or text is pinned to enemy, some way of linking them together.

    A container is where the enemy and text object are created together so they are always connected kind of like they are part of one large object. This makes picking easier because when you set text to enemy.health it will pick that enemy that was created with it. Check out Containers in the manual if you want to use that method.

  • The issue with animation events is you need to make sure more than one is not true at a time or it will look it's frozen (probably what you are seeing). So if you set the new animation make sure the event to show the old animation is not true with the conditions.

  • If you are referring to several instances of the same enemy object then they all have independent health if you gave them an instance variable. What problem are you having?

  • That's not super helpful, let's see a screenshot

  • Do you have lots of animation events? If so then it is better to change a variable on collision with the sprite, then for your animation events use conditions if variable=0 or if variable=1 to set the first or second sprites.

    If it is very simple single animation used then you can say on collision with sprite set animation. This won't work if you have events calling the original animation so then go with the above idea with variables.

  • Do you mean you have different enemy objects? In that case you can make an enemies Family and use a Family variable for health which they all inherit.

  • Well it's not for us to guess really

  • This is more about the design of the game. In your events you die and then reset the global variables straight away. What is the variable you are trying to display as the score, is it 'stopwatch' ? You'll need logic to show the score to the player I imagine before you reset, at the moment it all happens a little fast. Maybe when you die you can just add a wait X seconds then reset the global variables.

  • From what I can tell you want the variable to retain its value or be used elsewhere after the event, that's not going to work with a local variable unless you set it to static.

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  • Not sure what you mean there, I guess you mean those things I mentioned are not true? Also I noticed you are spawning the banana on the bottom layer 0 so maybe it's underneath everything and so hidden?

  • Because you reset the globals ?

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lionz

Member since 5 Aug, 2013

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