On start of layout > Start animation "Walk Left"
That is the logic for directional shooting, for the animation you will need to set to mirrored or not mirrored based on what the controls are.
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This all sounds very basic, have you read the manual? For movement you can set the X or Y position. To make visible you set visible enabled/disabled. It sounds like you are trying to set up some kind of cinematic sequence, for that you can use a function to run a load of movement commands in order.
Assuming the character is facing right, when shooting left Set Mirrored on sprite.
You keep mentioning after the latest update, do you mean your logic was working before and now it's not since an update?
So which bits of this have you made? The sound bar? The options menu? Do you need help with all of this?
You use local storage to store the current state of the game, when you 'load' you should load in at the same spot.
This explains how to make a save game : https://www.scirra.com/tutorials/526/ho ... -savegames
staleevolution
They would be made-up superheroes. Some would be skill based timing usage and some would be on longer timers and have to be used at the right times. The player would just gain better stats and be able to use more items, or that was the plan. The idea will need some tweaking, I'm just going to create a prototype to test it all out.
https://www.scirra.com/manual/135/particles
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I've investigated it and the crash happens when a 'Canvas' is in the level in that location, it has problems saving it. As to why this happens, I don't know, I would speak to the creator of the plugin about it or file a bug report.
And what is your event for setting the font?
You could use 'Families' for Classes, so Priest 'Family' has a set number of stats and spells. When Player chooses class you add them to the Family and they gain all Priest stats and abilities. For the spells you just use events if Priest is level 1 > certain spells are unlocked, if Priest is level 2 > other spells are unlocked. Depends how detailed your game is tbh.
It might be stuck inside one of the invisible sprites. Not much anyone can do without a .capx share, even a cut down basic version.