Use 'on start of layout' or trigger once and then create object A, B, C, D, E, F, G for example at certain x & y position. Make 'em a family.
To push them from each other see my capx at this topic:
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First one would be more concise. Anyway since the action executed just once, performance wouldn't have significant impact.
Here the basic sample for login sistem (name & pass key separated by "@", so choose one): https://www.dropbox.com/s/j1islif5pr0ky ... .capx?dl=0
Here the basic sample for login sistem (name & pass key separated by "@", so choose one):
https://www.dropbox.com/s/j1islif5pr0ky ... .capx?dl=0
Ah yes set force own texture to "Yes". Glad you mention that —
Use source in and source out.
Sword streak with auto attack: https://www.dropbox.com/s/h0yj1w8v64103tb/saber_range.capx?dl=0
Actually you can do a "PUSH" with add 1 simple event: https://www.dropbox.com/s/elew687p4kdy9 ... .capx?dl=0
Here alternate way (no tilemap, no plugins) to do that:
https://www.dropbox.com/s/ibrle5bdb4rhm ... .capx?dl=1
Actually the example derived from previous topic: flood-fill-and-path-finding_t170394?start=10
G'day matte! You can see the answer under block instance variable called "cross" or "down"
Ah bullet hell pattern.
Say hell-o to bullet: https://www.dropbox.com/s/9857nngxve9u0 ... .capx?dl=0
Any reference, picture or video to what you want to go after?
fisholith
Plenty of explanations with decent example. I marked this post for future reference then.
Sure if that works best for you and fit the gameplay.
With behavior method:
https://www.dropbox.com/s/ki0gm5gmcgx95 ... .capx?dl=0
With expression (less object, less behavior)
https://www.dropbox.com/s/950xnpk6ssjip ... .capx?dl=0
Use pin behavior for the helicopter then temporary attached to player and also add rotary movement to simulate arc movement. That is one method, however you can use math expression using sin and cos operation.