The timer behaviour is standard with construct now. you can find out how to use it in the manual.
you don't have to destroy and create I think. Just set bulletangle towards star.oldx star.oldy
Something like this?
so.. the higher the gear the lower the force applied.. but if the object is already moving you dont need that much force to keep it rolling, unless it's going up a hill, because then it's moving against gravity..
And don't forget picking the bomb you want to affect in your event.
yes.
At least you should switch the bomb destroy and bomb spawn action, If the bomb explodes earlier then expected it's not in these events.
Why does the bomb have platform behaviour? Does it walk and jump?
system compare two values : mouse.x < player.x - player set mirrored.
object drag and drop is dragging - object spawn trailsprite at object.x, object.y
give the trailsprite a fade out behaviour.
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your conditions are true every tick, so every tick the variable is reduced by 1.
add an is dragging condition would help because in the actions you disable the drag and drop, so it's only true once.
for the up arrow to work you only have to add a condition is flipped.
so on up arrow pressed
int turns the number that's between the brackets into an integer.
in the manual under system expressions, you'll find more usefull expressions and what they do..
Member since 26 Apr, 2011