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  • The easiest method is to create a global variable vScore and a Sprite Font object, say ScoreText.

    After you change vScore, use this action to update your sprite font text:

    ScoreText -> Set Text to vScore

    or

    ScoreText -> Set Text to "Your score: " & vScore

    With Sprite Font you can make your text as big as you want. And if it's not enough, you can further increase it with Scale

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  • Sure, use Sprite Font. I recommend this tool for creating your sprite font:

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  • You mean something like this?

    Create a sprite with the lightning ray (static or animated).

    When you fire your weapon, spawn this sprite, adjust its angle and width so it connects your weapon with the target.

    You might want to add several variations of the ray image/animation and select one of them at random.

  • Say, when a spaceship hits an asteroid and you want to draw sparks in the spot of the collision

  • That's because you are comparing number with string!

    Int() is number and "" is string.

    You should compare either TextBox.Text="" or Int(TextBox.Text)=0

  • In C2 select File-> New-> Example: Move to mouse

  • To add to the previous comment.

    If numbers are sequential as in your example, you can use "System -> Is between values -> floor(random(100)) between 1 and 5"

    There are also a few workarounds to optimize it. For example, you can do this:

    Compare two values-> find ("#1#2#3#9#15#" , "#" & floor(random(100)) & "#") >= 0

    Or install the SwitchCase plugin:

    It's a really useful plugin and I'm using it a lot in my game.

  • No, there is no Null in C2. Empty string is always "" (quotes without space in between).

  • Just a though - maybe you could do this without the array, using Pick Nearest event.

    If Right key pressed:

    First try to Pick Nearest green sprite, which is on the same row (sprite.y=current.y), and which is to the right from the current (sprite.x>current.x)

    Else (If none picked):

    Pick Nearest green sprite, which is to the right from the current (sprite.x>current.x). Nearest from any other row will be picked.

    EDIT: When using "Pick nearest" with other conditions, "Pick nearest" needs to be the last in the list:

  • If your collision polygons are rectangular or close to circle shape, you can calculate the collision point. Otherwise, not sure if this can be done..

  • As I said in my previous comment, you don't need to destroy text2 and you don't need to create text2!

    Remove entire event 16, and remove "create Text2" from event 18.

    When you create Text2, another pair of Bad+Text2 is created (as they are in the same container). That's why you have some sprites scrolling to the right.

    Also, why are you destroying and then immediately creating the spCannon? What's the point?

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dop2000

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