I think giving every sprite it's own timer is best for things like this. 'Every x seconds' won't work as you want it to for multiple sprites.
timedWaves.capx
I don't know why the velocity is changing back to zero but try this: capx (r94)
I modified vtrix's example a little. capx The last created object will be on top in z order.
You'd have to make the Shooter sprite global to keep it's instance variables between layouts.
Something like this:
<img src="https://dl.dropbox.com/u/8367729/construct/pics/theStack.png" border="0" />
Though I wouldn't use the UID to index the array because your array will be much bigger than you need. Instead you could create a queue. Start with a zero sized array and push the attacks onto it. Then when you process the attack you can pop it off.
Just store the character's position in a global var and set it again when the next layout loads.
Yeah, mouse -> set cursor style -> none
http://www.lordofultima.com/
Another HTML5 game also made by EA.
Move the platform down a pixel when you hide it and back up when you show it.
You could move the player up a pixel after setting solid disabled to "unstick" him. Or you could move the platform off the screen when var=2 and back into position when var=1.
Cheers, you too!
For the second one you have len(Dest.Text) again instead of len(Dest2.Text).
capx (r93)
Very cool.
When the ships life is 0 you create a new explosion every tick. The first is at Sprite7.X, Sprite7.Y but then Sprite7 is destroyed and the rest spawn at 0,0.
Stick in a 'System: Trigger once' alongside the shiplife = 0 event.
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I gave the laserShip an instance variable called laserUID to keep track of it's laserShipShot.
I like the artwork. I'm doing a breakout game in the same style (hand drawn on paper background). Though you're better at drawing than me.