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Ask a Question / Re: How to create a menu within a scene
« on: May 07, 2017, 09:34:38 am »did you get it sorted ??Unfortunately not
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did you get it sorted ??Unfortunately not
Can you show example of the code your are trying. Are you sure you don't have the mouse block on "when mouse is over self"I think I sorted the mouse problem. I had it turn on a boolean variable before. And there were if statements in the scene events that created the actors if the variable was True, and kill them if it was False. I changed it to a custom block, for now, as that works, but as I'm uncertain of the code that is to come, it feels unsafe to use a custom block that only occurs rather than a variable that can be checked with an 'always' loop. If you have any suggestions, I would love to hear them. Attached is a pic of the event I use at the moment for my button. The variable I mentioned before is called 'Act', which stands for Actions. The custom block 'Open Actions Inventory' causes the scene to create the actors once.
I'm not sure, but did you try to change "was pressed" to "is down"?
About the loop at the bottom: It is all triggered at the same time (10 times after one second), you should use a "do every 1 seconds" block under flow--> time
I think it is possible with this extension.Thank you so very much. I have yet to try it but I assume that is the way they do it in 'Animal Crossing.'
You could save the timestamp (that is, the number of seconds since 1970) when the player quits the game.
When the player re-opens the game, you calculate current time stamp minus saved time stamp to determine how many seconds has passed since the last time he played. You can then determine how much the player earned in that number of seconds (there is also a block to convert them in minutes or hours if you prefer).
I did not actually use that extension, so I can't tell for sure if it'll work, but it should.
And don't forget that the player would be able to cheat by changing the time of his device.