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
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?
I'm not sure what happened because the one you're saying is wrong looks correct and I would expect the others to also be 1024x1024 since you exported them as images of that size. Also as a side thing isn't 512x512 huge? I'm not an artist but it sounds massive for sprite art and memory usage.
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You can order the Z order based on Y. The event is something like for each(ordered) 'family' (put all relevant objects in a family), order by Family.y ascending : action Family move to top of layer.
If you play it you should find out
Can't really work out how the game is supposed to work but I know that you have a trigger once for the create event inside a for each loop and that's not going to work. You need to create the beam once outside of a loop that should be easy.
Yes this is what 'Families' are used for. Create a family and add all monster objects into it, then you can say when bullet collides with 'Family' - destroy 'Family'
It needs to be picked so you must define how it is special from the others.
'Key is down', 2 conditions together acts as an AND.
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You can use enemy.pickedcount = 0 which means none remain. If you are using many enemy objects then put them in a family and use family.pickedcount.
For the door you can use player on collision/overlapping door > go to layout