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(Oh, and I'm only using the gamemaker code tile things until I fix the problem with the coop mode)Ĭhanged the names of the player objects to see if it just doesn't count the capital letters I don't expect there to be anyone here with a good idea on what to do, but I figured i'll ask anyway. The sprites and timeline used for shooting player 2 was made different from when shooting player 1, proving that its running the correct code. I just don't understand why they're recognising player 1 as player 1, and player 2 as player 1. The code for shooting when in range is 1 out of 1 dice roll (so should always shoot) The code for the CanShoot uses the correct object name (obj_PGundam)
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The code for attacking player 1 should all be disabled, I made it so they only run code for when they target player 2 However, they appear to recognise players 1 and 2 as the same. The code works for player 1 perfectly fine, and eventually I decided to add in a 2nd player for Co-op. Got some enemies with guns that are meant to compare the Y coordinates of the player with their current Y coordinates, and if within the correct position, they can shoot. Guess the best explanation for the game would be 2d top down shooter or beat em up or somethingĬurrently got a character that can go around the room (no scrolling, everything fits into the screen) So I have a somewhat badly made game at the moment:
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