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Messages - noxtudios

Pages: 1 2 3 4 ... 17
17
Ok, you have an attribute lives..

If you are removing one from it you need to do the following

Set Lives to [Lives - 1]

Set Lives to -1 (That is setting Lives to the actual value -1)

Then

With the If Statement..

If Lives = 0
 Reload


18
Ok,

So you need to set the lives in the Global Attributes at 3, what you are doing it setting lives to 3 every time the actor exits screen.

Once the lives are set to 3 in the Global Attributes.

You then need to set Lives = Lives - 1 in that behaviour..
So every time the player exits the screen, set lives to lives -1.

Then you need to check the lives are = 0

If lives = 0 then restart scene.

19
Windows / Mac / Flash / HTML5 / Re: New Game - Platform/Shooter
« on: July 14, 2016, 12:27:54 pm »
Thumbs Up Here!!!

20
Also, maybe if you show us your code, we point out where you are going wrong.

If we see your code, point you in a direction to help, repeat, until you understand it. rather than us just doing it for you.. You'll actually understand it, rather than just copying. Then you can move on to more complex code. And feel some achievement for doing it yourself.

21
1. Detect when the player has fallen off the screen

In the actor behaviour for your character, place a When Self Exits screen code block (Add Event - Actor - Specific Actor in Enters or leaves Scene / Screen

2. Count the number of times the player has fallen

In the Above block of code, use an attribute to count the number of times the actor leaves the scene / screen
Attribute = Attribute + 1

3. Trigger an event when the number of falls has exceeded 3

In that Same code block, put in an if statement that checks the attribute

If Attribute > 3 (or whatever number you want to be the max)
  Set Bool Attribute to be True (Level Failed)

If Bool Attribute = True
  Restart The Scene
Else
 Reset the Player

Or what ever else you want to do

22
iPhone / iPad / Android / Re: Drunk Stumble
« on: July 12, 2016, 02:41:34 pm »
I vote for highwire more than waterskiing.. there really isnt any balance needed for water skiing..

23
Ask a Question / Re: Iterate with objects of the same group
« on: July 12, 2016, 12:26:44 pm »
So you want to update actors in a scene using a loop, but the actors are not in the scene until you create them?
As i'm assuming you don't know what actor is what in this loop. I would think as you create them you update an attribute to identify them
When you create the actor, update an attribute for that actor

For each [ActorOfGroup] Of [Group]
   Check the attribute of [ActorOfGroup]
   Do what you need with that actor depending on that attribute value


From what i understood of your description, that is what popped into my head..

24
Ask a Question / Re: Collecting Items
« on: July 12, 2016, 11:56:15 am »
Off the top of my head, a list is going to be the only way.

ItemsList
Import a file with all 1's

Then have an actor attribute Unhidden, so you can number it as you place it in the scene. 0 to max number in the list

Then on create event of the actor
Check the Number attribute of the actor with the index of the list to see if the value is 1
If not 1 Kill the actor

If 1 leave

On collision of the actor, update the list index (using the number of the unhidden actor attribute) and update to 0
Then kill

There may be a faster way of doing it, the only time consuming thing will be placing the actor, and setting the next number in the unhidden attribute


edit
Thats actually a good idea for a future update, have an auto number attribute, so you default it to 0, when you place actors it auto increments for you. (have the max number listed, so you can change it if you want to)

25
Ask a Question / Re: android full screen ad
« on: July 12, 2016, 07:48:43 am »
In my latest game using heyzap, i'm using an always event on all the scenes i want an ad,

its like this

Always

Do On Mobile

If Ad Loaded
  Set Global Flag to True

If Ad Failed
 Set Global Flag to False
 Load Ad again

If Video Watched
 Do stuff
 Set Global Flag to False
 Load Ad Again

Then on the scene when i want to show the ad..

I just check that Global Flag is True, and then display..

Once displayed the always event see's the video is done, and sets the flag to false and loads the ad again.

Then i know i can only show the ad when its loaded..


26
Ask a Question / Re: android full screen ad
« on: July 12, 2016, 07:06:01 am »
where you you set the ad shown back to false?

edit:
it seems you are setting this in a scene basis

When an ad is loaded, it is loaded.. so when you switch scenes, the ad will not load again, it is already loaded..
could it be that the ad is already loaded, thus not loading again? Not having seen all your code, its just a guess

try using a global attribute for when an ad is loaded..

27
Ask a Question / Re: Saves remaining when updating game?
« on: July 12, 2016, 02:07:33 am »
I think for Flash it is in the

Win - C:\users\username\appdata\roaming\macromedia
Mac - /Library/Preferences/Macromedia/

28
I personally use the tween actor blocks or move actor x/y to move them off screen, as long as they are out of screen view, it doesn't matter as they are anchored and will stay just off screen no matter how the camera moves..

29
Ask a Question / Re: Saves remaining when updating game?
« on: July 10, 2016, 12:36:30 pm »
Well, on mobile, and i assume it is the same with flash, the save file is saved with upgrades..

If you update any Global Attributes between versions, you'll need to manually set them in code after using a load block..
That is any attribute already in version 1.

Any new attributes will be used and saved

30
Ask a Question / Re: Problem: Snap to grid in the scene
« on: July 10, 2016, 06:47:42 am »
Snaps only to top left, if you want them on the ground, you'll have to manually move them.

I just select them and use the arrow keys to nudge them to a place i want them

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