Try sampling the color of the pixel with the expression rgbaAt(x,y) before flood filling.
It only effects 3d stuff like 3dobject, 3dbox, sprites with ZElevation other than 0. Basically perspective is where objects look bigger when closer to the camera and smaller when far from the camera. Orthogonal makes it so the objects are the same size regardless of their distance from the camera.
Yann
Those rotate functions are intense.
For a visual effect I was testing an idea to do fake 3d rotation like Fez and this is the result.
https://www.dropbox.com/s/785s7j7pegx1k ... .capx?dl=1
/examples12/psuedo_cube2.capx
No, it only works for CC.
+For each button order by random(1) ascending
--- button: set id to loopindex
Here is an example:
http://dl.dropbox.com/u/5426011/examples12/top_view_projectile.capx
What if you remove the family that you added Brickwall and WoodenWall to. If it works, then maybe it's be a bug that should be reported.
Here's a way:
http://dl.dropbox.com/u/5426011/examples12/obj_swap.capx
r97
Here are a few examples:
http://www.scirra.com/tutorials/308/cloning-the-classics-pacman/page-1
http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post299838.html#299838
http://www.scirra.com/forum/grid-movement_topic46367_post290810.html#290810
http://www.scirra.com/forum/8way-custom-grid-movement-360-formula-question_topic51293_post323491.html#323491
A few of them were from Kyatric's How do I: FAQ.
Try something like this:
Sprite: 8direction speed > 50
--- Sprite: set angle to round(angle(0,0,Sprite.8Direction.VectorX,Sprite.8Direction.VectorY)/45)*45
I think you have a typo in Event 5.
You used this condition:
StoneTower: pick closest to (StoneTower.X, StoneTower.Y)
You should use this instead:
Enemy: pick closest to (StoneTower.X, StoneTower.Y)
You can lower the "Jump Strength" and "gravity" values until you get a slow floating jump. Another thing you could try is the System->"set object time scale" action.
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Strings will work with the same idea:
http://dl.dropbox.com/u/5426011/examples12/duplicate_value_test.capx
Here is a topic that gives a way to do containers:
http://www.scirra.com/forum/no-containers-i-just-realized-how-bad-it-is_topic53514_post334827.html#334827
Here are some topics that have ways to do enemy health bars:
http://www.scirra.com/forum/enemy-life-bars_topic53591.html?KW=enemy+health
http://www.scirra.com/forum/health-bar-for-each-enemy_topic48781.html?KW=enemy+health
[qoute]Problem is, if I disable collisions I can't click on them :( Is there some way for me to accomplish that?
You could temporarily enable collisions when you click:
+On mouse left click: --- ememy: set collision to per pixel +mouse is over enemy: --- do stuff +always: ---ememy: set collision to none
For the enemies getting stuck close to the walls how are you making the enemy chase the player? I imagine they wouldn't get stuck if you moved them with the rts behavior.