You have to give the sound a tag. You have Audio:Set "Space Suit Loop" muted but you haven't set the sound's tag to "Space Suit Loop".
That thread was written before you could convert arrays to JSON strings. Now it's simply:
WebStorage -> Set local key "savedArray" to array.AsJSON
and to load:
Array -> Load from JSON string WebStorage.LocalValue("savedArray")
When you mirror a sprite it's width becomes negative so you'd want to check
GiverUnit.X - abs(GiverUnit.Width)/2 < 0.
Antylope I see the problem now. When you destroy an object it's not actually destroyed until the end of the event block. So you're picking the old object instances before they're destroyed.
Beat me too it... haha <img src="smileys/smiley32.gif" border="0" align="middle" />
<img src="https://dl.dropbox.com/u/8367729/construct/pics/pickInstance.png" border="0" />
Antylope You need a
System: Pick all tb_platform_half_l
after creating the objects since the only tb_platform_half_l selected will be the last one created.
Give the man sprite a local variable called selected and set it true when you click on the man. Then if click on map and man.selected = true... move the man.
For the angle, set bullet angle to
angle(man.x, man.y, mouse.x, mouse.y)
Use CustomMovement for the ball and you can check for collisions every few pixels. That's what I'm doing in my breakout game.
Yeah it doesn't work if the angle range > 180. Looks like a bug.
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I updated the capx.
doubleTap.capx
You shouldn't really use platform and physics together. They don't work well together (as you can see).
Member since 17 Apr, 2012