I don't think the post was any more specific than the subject? :D but in general you can use the Fade behaviour and trigger it to fade in and out based on distance between the player and an object using distance(player,object)
I don't see how that could happen if they are all moving together. They have different speeds? Did you give them a solid behaviour?
What's the problem? They should move together and you don't need the for each btw
Looks good
If you want the enemy to shoot more bullets you modify the time right? The logic looks fine there. You can add a instance variable to an enemy which acts as shooting speed and use this every enemy.variable seconds.
i found a not very good way to do this. it requires copy and pasting code and changing the added angle all the time, which its not good if you want to shoot like 32 bullets at the player
what do you mean?
Basically with the function you're passing parameters through but could be assigning them to a different Cell than the one you spawned if you are spawning them fast. Since the Cell is already picked at the point of spawning you can set its value in the event above, no need for a function or second event at all, unless like I said you guarantee it is the correct one by picking by UID.
How fast are cells spawning? You can use browser logging to determine the UID of the picked Cell and see if it's the correct one and also log the parameters being sent through to locate the error.
edit : I see you used a text object for the params so you must know they are correct then check if the picked Cell is correct. You could use something better than last created which is to send the Cell's UID through as a parameter since you spawn it before and then pick Cell based on this UID within the function.
Can you change the screenshot from russian? Although I can make a guess, you cannot pick created instances until the next tick. Because this all happens in sub events the instance may not exist yet, so you can wait for the next tick with system wait for previous actions or use separate events etc.
It's because the event is running constantly and you are telling it to 'play from the first frame' constantly so it will appear static. You can try 'set animation' instead
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It should be 2 easy events :
if 1 is overlapping 2, 2 play animation
if 1 is not overlapping 2, 2 stop animation
Do you mean from a top down view? If so you could use an 'object is overlapping' condition.
A lens can only create one beam? It might be easier to just have an on/off variable and compare if the lens is on. To do what you mentioned you can use the conditions lens.var=UID and then set variable to lens.pickedcount, if var=0 then none exist, but maybe better to do what I first mentioned.
It will do if you plan to put it on mobile, that is huge. Char should be something like 32x64 etc.
Games for mobile should be developed with memory usage in mind. What is the memory usage?