You only add the Function plugin once, like keyboard, or mouse. Just make a second function event.
We'd have to see the code.
You are probably playing the sound every tick. Make sure the conditions only let it play once.
TiledBackground of one bullet would do it. Then set the width to the multiple of bullets you need.
You shouldn't be setting the Bullet values every tick, just when created.
You can use recursion to link the sprites by a number. You can then pick by number to move, or pin them to hidden sprites for the movement.
http://www.blackhornettechnologies.com/ ... curse.capx
Yes. You'd be better off using an array, but this will work:
PushButton1 = BHTSmartRandom.Next
PushButton2 = BHTSmartRandom.Next
PushButton3 = BHTSmartRandom.Next
...
The Next expression will pull out the next random number.
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Sorry, that doesn't help. It looks fine. What is Table_Player? Try isolating the code into a separate project and experimenting, or post CAPX.
http://www.blackhornettechnologies.com/ ... 2_BHT.capx
We need to see the real code. You are interchanging loopindex and loopindex("ShieldLoop")
The problem is the movement code is only applied to the currently existing platforms. You need to store the same movement value and then apply it at the time of creation.
http://www.blackhornettechnologies.com/ ... House.capx
The thing is, if it didn't work, the data should show zeros. Are you sure you aren't wiping it out somewhere else?