Usually this is done by playing an animation that's created by an artist/animator rather than building a door. You make a sprite object and play the door opening animation.
On player collision with object >
Object set position to player >
Object pin to player
Set position default is the 0 image point, so the origin/centre of the player.
Yeah it's not necessary, just make sure whatever you are going to use in the current layout is there at the start.
Usually you would store data like this as a global variable, since it is essentially keeping track of a score. The 0 you see is because you've deleted the player instance and it doesn't exist anymore. If you keep track of the data with a global variable then whatever happens with the player object won't affect the score.
Level or chapter makes sense, depends if a chapter is a sequence of relatively fast levels. You could even have both level and chapter.
Highest score in each level between friends seems like a good solution, so yeah #5. Seems like a lot of leaderboards but really it would be the most fun and also pushes them to replay levels for just this reason.
That's not a huge problem about posting in here. From your screenshot it seems fine, AttackValue will probs jump to 6 and enable them. I would share a capx via dropbox for someone to take a look.
Yes that's how you do it, if you're pulling the data from the array it's set global variable to array.at(0,0).
I'm not sure what you're asking now, the path to backup is a local windows path... like C:\Users\User\Dropbox. If you want to share with someone you can right-click and select Copy Dropbox Link.
Develop games in your browser. Powerful, performant & highly capable.
To get the path you right-click on the file and select 'Copy Dropbox Link'.
Go to File > Preferences > Backup and set the location to a dropbox folder.
Yeah you can share a link to a file or a screenshot on here.
I would cycle through them by using :
For 0 to family.count
where (pick by comparison) family.IID = loopindex
That cycles through them in order of IID, you would have to work something in for randomness.
I would say you could 'stop' audio on bullet firing then 'play' audio in the same event but it might sound like the audio is cutting off which also isn't great, but it would fix the overlapping sound. The only way to really fix it properly is to cut down the length of the original sound.
How did you freeze them? With disable bullet? Just enable bullet again.