Use a main event with sub events:
Keyboard on \/ pressed (Main event)
- Sub event: P1 is Carrying
--- Actions
- Sub event: else
Have you tried pooling this objects and use them from the pool?
On start of layout create an amount of objects outside the layout and use them instead of spawn them. And when possible, reuse it, set it to invisible or move it outside of the layout and keep using them instead of spawn it.
Can you explain what are you trying to achieve?
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My bad, I wrote an example that retrives the Connection Type not the Hardware Type. Sorry
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I sent you a message on discord.
Thanks, but where do i put the while loop then? I had it with else but it did not work, so i changed it to how it looks now... The thing is i cant use if, because the direction is set in an event before, and it could be that the walker is on the top left corner, so he has to change directions till he is not going to the left and not going to the right... I just dont get it how this can be an infinite loop, maybe i am doing something in the wrong order? Kind regards
Thanks, but where do i put the while loop then? I had it with else but it did not work, so i changed it to how it looks now... The thing is i cant use if, because the direction is set in an event before, and it could be that the walker is on the top left corner, so he has to change directions till he is not going to the left and not going to the right... I just dont get it how this can be an infinite loop, maybe i am doing something in the wrong order?
Kind regards
Can you send me the project? I will try to debug
When you compare: System -> walkerdirektion = 2,3,4
Add an else above it, like:
If 1 -> Do
else If 2 -> Do
else If 3 -> Do
else If 4 -> Do
Post your while conditions here
Set a instance variable on your player.
On fall: Every 2 seconds, set this instance variable to self+1.
On landing: if variable not equal to 0, set player.life = player.life-variable
Set your header before the request.
If it does not work, try the second method, via query string.
Member since 26 Nov, 2015