The problem is, if you use 'Start ignoring Platform input' 'simulate platform controll' will also not work.
Does the whole rolling not work if you disable the event in the ladder group was that this event started again the Platform input that you stopped again it in the rolling-conditions. So it switched back and forth. I set instead the jumping and deceleration to zero. Maybe there is a better solution but it works.
https://drive.google.com/file/d/0B5FlDY ... sp=sharing
Have you set in the 'configuration settings' Sampling to point? If not try if that helps.
I would do it without a loop. Make an extra global variable that act like a boolean like 'isAppend=-1'
Then you could use this:
System| isAppend=1 -> 'Append your Text'
Button| on clicked -> System| set isAppend to isAppend*-1
random event triggered -> System| set isAppend to -1
Maybe I understand this wrong, but you postet the solution already.
If you named all of your animation like Animation1, Animation2, ....
Use ' Set animation to "Animation"&BossNum '
This will give you: Animation1, Animation2 ...
After saving you array with 'set item "myArray" to array.AsJSON'. You load it after triggering the 'on item get' event.
some event -> LocalStorage| get item 'myArray'
LocalStorage| On item "myArray" get -> Array| Load from string LocalStorage.ItemValue
Now it should be loaded.
I can't really help, but what I think what happens is that after the load the value of the number of repeats isn't set correctly. It seems it is set to one, because only one sprite is spawned. If you wait to save after all sprites are spawned it works correctly. With signal you can delay the save as long the loop has not finished.
Maybe it's a bug that loop repeats are not stored correctly, you should ask Ashley.
Develop games in your browser. Powerful, performant & highly capable.
The problem is that you didn't reset your scal-variable back to 1 when you change from up to down scaling.
If scale is 1.8 after upscaling und you try to scale down. The first time you multiply with 1.6, then 1.4 and so on.
It needs a few click that scale is 1 or below.
One solution could be that you use two variables upScale=1.1 , downScale=0.9 for up and down scaling.
There is a program to generate arrays. Maybe it's helpful for you:
I don't think that is a bug. I tried it with another json-file and I had no problem. If you try to get a value from the array you got always a zero. I think the json-file is not correct and cause the problem.
mikelantzelo
The problem is the speed of the sprites, after heating up twice. They move so many pixel every tick, that the collision can not trigger. Your wall is simply not wide enough.
double post
[quote=]That also means a thick typing cursor that blinks on screen constantly.
Why didn't you do this with a two frame animation? Put your square in the first frame and let the second frame empty. Now put the animation on loop.
[quote:30nlqjbr]What i need to know: is there a fast way to select everything and move it all to a position?
In the free version not that I know. In the full version you could place all of the objects in a family and move the whole family at once to one position.
Thanks brushfe , spongehammer, if you guys want, I can send you the link via PM, so you could try it yourself. But it's really short and has still some flaws. I won't post the link here because of the copyright from Sega.
Ah, OK you're right. I get different values for height too, the width seems to be correct. You could ask rexrainbow if this is a bug and if he could fix that.
Here is the thread