To download the capx file please go to: filedropper.com/testtest
7Soul
Yes the first 4 boxes spawn correctly, the problem appears after I start destroying boxes after waiting a couple of seconds. So basically try this with the file that I have provided: Wait for 4 boxes to spawn. Wait 4 or more seconds after they are sitting on the ground. Click on a box to destroy it and watch another box spawn immediately instead during the 0-4 second period as is stated in code.
Regarding the sine movement, if it really is buggy then I am a bit worried So basically it would be better to come up with a random movement and not use that behaviour eh?
RamPackWobble
Cant download the file unfortunately, missing file.
rekjl
I am attaching the capx file as you requested.
So basically steps needed to recreate my problems:
1) Watch as the boxes spawn from the spawner, keep destroying them randomly and watch them spawn. Some boxes will have a jittery movement on spawning other will not.
2) Wait until the boxes are spawned randomly, all 4 of them. Then wait 4 seconds or more, and click on a box to destroy it, now watch a box appear instantly instead of in the 0-4 second time frame as Ive inputted in the event editor.
3) There is also 1 more issue. Although I have set collision, the boxes, once they fall on the ground sprite overlap it. The only way to get rid of the sine and bullet behaviors on the boxes I came up with I have implemented, but still the boxes aren't pixel perfect so to speak with their collisions. Whats more, not only they aren't pixel perfect, but their overlap is not constant, some will fall more some less, which is weird as they all have the same speed when falling.
I am getting a little bit fed up, I cant make a simple game without errors.
Any help will be really appreciated.
Thank you.