You could also solve the problem by setting the position after creating the object:
Create object beast_box at (0,0)
Set position to ...
The problem is that beast_box.width and beast_box.height will return 0 when no beast_box object exists. Presumably the first time you have one beast_box outside the layout so it works then after you destroy them all it no longer works.
You can use the "sprite: overlapping at offset" condition to check if the player is next to a certain type of wall.
Are you spawning the bullets on the correct layer?
Gotcha. If you create a new event with "On D released" and "Group Dash is NOT active" then "set speed to 0", it should only affect the hold movement.
I had a look at your capx but I can't see what the problem is. It seems to be doing what you want. What do you mean by "it paralyzes the other movement events"?
Looks like you just need a "pick all Waypoints" and then pick the Waypoints family by UID.
You can use 'For each (ordered)':
+System: For each Cannons order by Cannons.distance ascending
-> Cannons: Spawn bullet
-> System: Stop loop
Did you set the preview browser in the project settings? That would override the setting in preferences.
You have to set the bullet speed before setting the angle of motion. If you set the angle of motion when the bullet speed is 0 it has no effect (angle stays at 0) .
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Maybe using separate behaviors for up and down would be the way to go.
You probably need to use the LayerToCanvas and CanvasToLayer expressions to convert the object coords to HUD coords before you set the angle.
Member since 17 Apr, 2012