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Re: SquirrelNuts,,, what I have so far.

Posted:
Mon Jun 25, 2012 2:55 am
by NightOfHorror
That was another thing I was thinking you should do. Make him throw it up and it starts to fall down by gravity and it continues moving though until it reaches ground.
As for the timer, are you saying you want it where once an actor collides with an actor, it delays and then changes coordinates, but the timer isn't working and instead, changing coordinates immediately of CollideActor?
Re: SquirrelNuts,,, what I have so far.

Posted:
Fri Jun 29, 2012 12:44 pm
by yourownskills
yea exactly...its suppose to be a end of the level changer...the squirrel will hit a collision box thats inside a tree,,and then warp you to the next level...right now i got it to warp but i cant figure out how to get the timer to work..right now it just warps automatically and doesnt listen to the timer set...i guess i dont have something right...
Re: SquirrelNuts,,, what I have so far.

Posted:
Fri Jun 29, 2012 12:51 pm
by yourownskills
within the Warp Actor.. Event...Collision-create timer (any side of collisionPlayer)
collision event....On: anyside , of actor: collisionPlayer, repeat this event No
Edit action..Actor: Event Actor , TIMER: level02
and then also within the Warp Actor I have a Timer event..
Re: SquirrelNuts,,, what I have so far.

Posted:
Sat Jun 30, 2012 3:50 am
by yourownskills
www.dwbailey.com/images/SquirrelNuts.exejust a small update. i expanded the range on the distance of the worms..also changed the velocity of the nuts when the squirrel throws them..you will see after you beat the bird that when you go into the tree it just quickly warps you to the next level...not sure how to set up the timer to get the view and squirrel to wait a few sec before going to the next level...anyway hope you enjoy.
Re: SquirrelNuts,,, what I have so far.

Posted:
Tue Jul 03, 2012 1:35 am
by yourownskills
I have a wierd question...So I have the levels on different coordinates within one ged..so when I start the first level and play up to the last level the animations(paths) have already kicked in and I find my enemies way off from where they should be.....is there a way to disable a regions actors and then reenabling them??
Re: SquirrelNuts,,, what I have so far.

Posted:
Tue Jul 03, 2012 1:41 am
by yourownskills
it looks like an Activation REgion does this? seems to be working, or it could be my imagination.
Re: SquirrelNuts,,, what I have so far.

Posted:
Sun Nov 25, 2012 8:42 am
by yourownskills
just a small update...when you die you start at the beginning of the game..anyway hope you like it..
http://www.dwbailey.com/images/SquirrelNutsNew.exe
Re: SquirrelNuts,,, what I have so far.

Posted:
Fri Apr 12, 2013 8:16 pm
by yourownskill01
an update..its just this one little level going from the Starting Tree to the Ending tree collecting nuts and fighting enemies along the way....very short stuff...still trying to figure out how to save my info like nuts collected and high score...
http://www.dwbailey.com/images/squirrel ... uction.exeI have it where if the player collides with the ending tree it LoadsGame