Not really sure what you're asking...
Put every object that needs to be Z ordered into a Family and use the logic : for each Family ordered by Y ascending : move to top of layer
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Add some invisible sprite to detect collision on the exit then have player on collision with the sprite, stop current music and play the relevant music, as they teleport to the next room.
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Depends on the events, did you create the character in the next layout? You must do this if the character is not a global object. If it is created then check its position is as expected in the debug view.
There is a behaviour option 'rotate object' which can be set to false right? Then the object's angle is unaffected by whatever pathfinding is doing.
A way of doing pages is to have the sprites for level selection 1-20 then when you press next, you add 20 to their variable or number, so they then become the level selection for 21-40 etc. If you already have levels for 1-20 then I guess you are using some kind of ID for that. Or you could use different layouts if their placement alters quite a bit on the screen. Kinda depends on what you did to make your current level menu.
Yep on enemy created set enemy speed to global variable
It is not linked in any way to enemy speed, you have one event which is to add 100 to the variable when you touch an enemy.
The variable increases but you don't do anything with it...
I dunno if it's just me but this seems like a very trivial problem
Could be one of two problems, you're comparing an 'exact' X which might never be true, so try greater or less than. You are still simulating the bird to move down so they conflict, need to disable one movement and enable the other.
Great, glad it's resolved :)