It really simple but needs to put in correct order: dropbox.com/s/uvyb3p2y8xm3qei/append_loop.capx
dropbox.com/s/glhoiswi4vc4r6z/auto_missile.capx
How does the box will go back to it's origin? By taking step back of it's own? Or just suddenly warp back?
Drag 'n drop game isn't it?
dropbox.com/s/ojqywuiu44wsk3z/pindahkan_dragdrop.capx
Ah yes the operator got exchanged. Since you didn't specify array value I just make quick sample for one object:
dropbox.com/s/8dyrnro9fofrsta/summon_by_data.c3p
+ System: Array.At(0,0) ≥ time
+ System: Trigger once
-> System: Create object Sprite on layer 0 at (Array.At(1,0), Array.At(2,0)), create hierarchy: False, template: ""
Collapsing menu: dropbox.com/s/3zlh62rlf104hbb/menu_mag.capx
Revolving menu doesn't make sense if the game using mouse/touch. It will be different story if in your game menu using key/button to navigate.
It's okay really to started again even if the world seems to fall apart. Build your faith make a path. Continue dreaming and keep back to deliver your game. What is better than finishing what we've settled in first place?
Slope slides: dropbox.com/s/q87b0e5l28o518x/swing_proto.capx
If you already put every 2 seconds then you don't need to add wait 2 seconds.
I like the landmark idea of stage selection, giving iconic representation what the stage resemble of.
My addiction 'for' loop drives me to create recursive room generator to be tested:
dropbox.com/s/bdwbztvqalda546/recursive_dungeon_room.capx
The pattern recursion based on 4^n_division that generates multiplication by 1, 4, 16 and so on. I called this quad division. 3/4 passage generated for each cross section and shifted randomly during division to fit middle wall.
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Check following example: dropbox.com/s/p2p9h1b2ite63bq/tomb_miner.capx
If by means of slide box is moving in axis, we need to limit the movement in 4 directions for the box. Then convert touch movement to close axis direction.
Make a good use of pin behavior to achieve such chain hierarchy:
dropbox.com/s/acn0bo320u4ey6m/pin_to_pin_new.capx