mekonbekon's Recent Forum Activity

  • You could also add the timer behaviour to the object and then set the timer to regular to repeat the rotate every x seconds.

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  • Instead of spawning a beacon object you could add instance variables to the npc: "targetX" "targetY" .

    On mouse click, if there is no NPC in the space set targetX, targetY to mouse.X,mouse.Y. and trigger the pathfinding.

  • Malhog

    As zenox98 said, posting files would be best, but if that isn't an option for you, have you checked that Tile X spacing and Tile Y spacing are set to zero in the tilemap object properties?

  • Are your enemies destroyed in any other event where lives are not <=0 or Type is not <=1? If not then it doesn't matter that the "on destroyed" event isn't nested and the other conditions aren't needed.

    If you have more than one type of enemy, or enemies are also destroyed in other events where their live value is greater than one then I'd use something like this:

    Enemies|On destroyed:

    Lives <=0:

    Type <=1: Do A

    Type =2: Do B

    Lives >0:

    Type <=1: Do C

    Type =2: Do D

    The "On Destroyed" condition would be a top level event. Exactly how you order the rest of the hierarchy is dependent upon the conditions you have set up for destroying the different enemies: you may want to switch it instead to have the Lives conditions nested under the Type conditions.

    What you definitely don't need is the "trigger once" condition with the "On Destroyed" condition, as "On Destroyed" will only trigger once per enemy that is destroyed anyhow.

  • You could put all the code in the included event sheet in a group and then toggle that group from the parent sheet.

  • duke2704

    Swapping Touch.AbsoluteXForID(touchID) and Touch.AbsoluteYForID(touchID) for Touch.X(ID) and Touch.Y(ID) in events 2 & 3 worked for me.

  • You don't need to move those conditions. they should stay where they were before. You only need to move the on destroyed condition and its associated actions to be a main event.

  • Yes, move the Enemies|On destroyed event and its associated actions to be a top-level event rather than a sub-event and you'll be fine.

  • Sure, you'd use two instances of the same sprite rather than one tiled background object showing two copies of the image.

  • The easiest way would be to use a sprite object instead of tiled background; the tiled background object is best used for smaller, repeating images.

  • 99Instances2Go

    Good point, I hadn't noticed that it was a sub-event.

  • You're welcome

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mekonbekon

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