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Messages - doccharlie

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1
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

2
Ask a Question / Re: How to create a menu within a scene
« on: May 03, 2017, 11:07:44 pm »
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.
Also thanks, squeeb, I'll try that as well.

3
Ask a Question / How to create a menu within a scene
« on: May 03, 2017, 09:51:56 am »
Hey guys. I fancy making a button that opens a menu within the scene with options that the player can click on, with a similar style to how an inventory work but with fixed options that are always there. Can you help me with the code that is necessary? I'm having difficulty already making the button work (The <When mouse is pressed down on [actor]> does not work as it will continue with the event even if I just lay my mouse on it without clicking). Thanks :)

4
Hi. The attached event does not work. Can someone please help me find an alternative way to set the variable, Eat, to 1 if the item which I have set to be the same number as the variable, Visible Region, is set to 1. Thanks

5
Ask a Question / How to restrict certain actor behaviours to a scene.
« on: April 29, 2017, 07:31:20 am »
If I have the same actor in multiple scenes, and I want an 'if' statement to say that it will only do the following if it is in, say, a scene called 'Scene 1.' Is it possible to do this, or would I have to create two parallel actors?

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Ask a Question / Re: Events for actor do not work [Solved]
« on: April 29, 2017, 05:53:55 am »
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

Thanks for your response and I apologise for my ambiguous question. I've solved it. I've discovered that it was in fact in the physics that I set the actor. I set it to 'minimal' under actor mode, and I also did not specify correctly what the actor could collide with, as I was using another actor in the background.

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Ask a Question / Events for actor do not work [SOLVED]
« on: April 29, 2017, 04:50:30 am »
Hello. I am trying to add an event that moves the character to my command, attached bellow, but it doesn't work. Beneath the event is another set of commands which I previously attached to the main loop to test it and see if it worked. What it should have done is made the actor jump around the screen randomly (in the x axis) to prove to me that the event works. However it did not.
I hope you can help me figure out what the problem is. Thanks

8
Ask a Question / Re: Tycoon Management game making help
« on: August 23, 2014, 01:53:53 am »
I think it is possible with this extension.

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.
Thank you so very much. I have yet to try it but I assume that is the way they do it in 'Animal Crossing.'

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Ask a Question / Tycoon Management game making help
« on: August 22, 2014, 05:43:51 am »
Hello everyone. I am currently trying to make a tycoon game; one such as Disco Zoo (by Nimblebit) or any other game where the aim is to gain money whilst time passes, even while the app is closed. I have never actually experienced making this type of game and I would appreciate as much help given as possible. I believe I can try, but I'm unsure I will succeed at allowing the time go by in the background of the game while the player is not using it. This is a mobile game which, I think, makes it easier to make. Thank you for your help. It would be amazing if I completed this game.  :)

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Ask a Question / Re: Something is wrong...
« on: November 24, 2013, 09:57:18 am »
Thank you very much, colburt187 for your quick and skillful response. As I would've probably given up soon after that.  :) I hope to make my game soon.

11
Ask a Question / Something is wrong...
« on: November 24, 2013, 06:40:37 am »
I want to make clouds go from one part of the screen to the other. Then wait a few seconds and start again. I tried that and it starts jumping up and down and back again. This is the part of the code I think is wrong, please see if you can help

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