Hoi totoe, I looked at it and it seems he changes the complete engine of the player. It's all completely new. So all new Songs want work on the old plugin. I will take a look, but this will take some time, because it's all new and I cannot guarantee that it will work like before, because there is only play and pause officially supported.
Playing checks if the animation is playing not if it's not playing. The else doesn't work here.
You have to make a new animation. like 'stop' and change the animation and check for the new one.
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for 30% in X it would be:
-> System: Create object back on layer "back" at (fore.X×(0.3)+OriginalViewportWidth×(0.35), 175)
fore.x*(parallax in x) + OriginalViewportWidth*(0.5-(parallax in x)/2)
fore.X×( 0.3 )+ OriginalViewportWidth×(0.5-0.3/2)
You have to take in account that the background is also scrolling only with half of the speed.
Try: -> System: Create object back on layer "back" at (fore.X÷2+OriginalViewportWidth÷4, 175)
for the background object.
I think the ESC-Key is occupied by the browser in Fullscreen. So no key press comes through and isn't recognize. I think the easiest way is to choose another key like F12.
There are several ways to do that. I made two examples.
The first uses the Sine-behavior. You have to put your enemy in the middle of the platform and set the magnitude in the sine behavior to half of the length of the platform. The advantage of this is you can set you enemy where you want, even in the air.
The second uses the Platform-behavior. You have to use two invisible sprites as markings to know where you enemy has to make the turn. I think that one is easier to understand.
drive.google.com/file/d/1lXrsgIF93Luk3dbr_btuu-3LKrvWXo3w/view
Your 'var_zombie_health' need to be an instance variable not a global. Otherwise it's not possible to see which zombie has a value of 0 health.
I think that depends how much objects you have. It seems that in your example the impact of the CPU usage isn't that much with much higher values, but you can only be sure if you test it on mobil.
You could use the 'set stepping iterations'.The better accuracy of velocity and position doesn't cause that the joints break. If you use 60 in both velocity and position the joints should never break, but that causes more CPU usage. You have to look what's the best for you.
Something like that?
example https://drive.google.com/file/d/16zmy65eCNQgMyAbUjfVHU5QNkd6hQASX/view?usp=sharing
Don' know if this is a bug but:
+ System: Every tick
-> System: Set speed to speed×dt
is always 0 independently of the start size of speed.
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NetOne Have you Web Worker enabled ('use worker' in the advanced properties setting)? If so, try with disabled worker.
My guess. There is some kind of error on some devices if something is touched. So it needs time to handle this error.
I think you need to see the error log of one of the devices.
You have to restrict the scroll position with clamp.
Make a new event:
+ System: Every tick -> System: Set scroll Y to clamp(ScrollY,0,3000)
Change all touch.SpeedForID(0) to touch.SpeedAt(0) and touch.AngleForID(0) to touch.AngleAt(0)
then it should work.