You have it set up nicely at the moment. You could do 'Is Overlapping Door' as well as 'Key Pressed' so the player presses a key to use doors. Up to you though :)
Global Controls - grab the control settings stuff and put in an event sheet called 'Global Controls'. Then on every event sheet in the game you need to right click and add 'Include Event Sheet > Global Controls'. This will allow you to control the character in all levels.
The only reason you would be starting on the second event sheet is if you have it in front of you when you go to preview. The first sheet is set as the default so this will launch first.
If they're all identical enemies why does it matter which order they are in? How can the user tell ?
Create a global variable..
Keyboard, on "Space" pressed
(condition if)CanShoot=yes
-------> Shoot
When you don't want him to shoot set CanShoot=no
nice! :)
I don't understand. 'If no key is pressed' is just every default event. They occur every tick without a key being pressed.
Just use a circular sprite object?
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Sulli
Updated to a completely new idea now..
Edit
Hello!
An update :
Please try my current portal-style idea and let me know what you think. Cheers!
Demo : here
Yeah I believe it's as designed at the moment. Only way to reset persist is to relaunch the game. You could reset all the items to their initial locations if 'game has been reset'. That's kinda like the load/save idea I gave above though and with that you could reset everything with one click..
You can download the beta from here or just wait until the next stable release.
I updated it for you : here
Please note if you set the location so that it's touching the door it will cause a loop with the collision. You will need to set teleport locations as I have done so they don't touch the doors OR another possible solution is to have a key press for going through doors.
Yeah must be a keyboard thing, not a C2 thing. It was occurring for me though, couldn't jump left while left was held down. : P
link to .capx please. must be set up incorrectly as this normally works.