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  • System -> Create object.

    Why it's worded differently to the object-based "spawn another object", I have no idea.

  • Every tick wouldn't work because the platform is set to immovable by default, it only changes to movable when any key is pressed. I can only assume the same is true of the impulse thing.

    Interesting to know that bullet behaviour works, though. Glad you've found a solution.

  • The solid behaviour has no bearing on physics objects. These objects are considered to be solid regardless, unless collisions are individually disabled.

    So, you've got an issue here, because you're using physics for your platformer, manually moving those platforms ("outside" of the physics-based actions) will cause some issues because you're saying "these objects are controlled by the laws of physics".

    You're going to have to work within the physics actions to get your desired effect. In the case of moving platforms, that means shifting between the states of immovable and movable as necessary, and applying an upward force of varying amounts depending on whether you want your platform to move up or down. Down, in this case, is really just a controlled fall since you have gravity to contend with. Up would push against the gravity and would thus have to be quite strong.

    A small example I put together. It doesn't use your switch but it should get the point across. The bounce is a little weird but I'm sure you could address that with some tweaking of the player's properties. Or leave it in there if it suits your game :P

  • briermay you should have provided that information up-front. Also, I know you probably don't want to hear this, but perhaps your first game shouldn't necessarily be one with multiplayer features. I suggest that you learn the basics first. At least read through a few more manual entries and tutorials.

    Picking nth instance in the manual.

    You say you can already read the index and apply it to an instance variable (let's call it varIndex), that's good. From here you'll do something like Pick nth instance (object.varIndex) -> set animation frame (10).

  • My pleasure.

    I realised that I accidentally uploaded the desktop one twice. I've corrected that now, so you can get the mobile test where I linked to it originally.

  • I'm not sure what could cause this, as it works perfectly for me:

    <img src="https://dl.dropbox.com/u/14522925/C2%20examples/snapshot.jpg" border="0" />

    Perhaps this is a bug. I'd suggest that you triple-check your code and if you still don't come right, report it as such.

  • Yup.

    Uploading a 33MB file is a bit of an effort, but here are two completely working examples that you can export and test yourself:

    Desktop

    Mobile

  • You can use webstorage when exporting to exe. In Windows, it stores the data locally in OS:\Users\"Username"\AppData\Local\"AppName"\Local Storage.

    Works for CocoonJS, too, although I don't know where it actually stores the data there.

  • I asked about the same thing recently and was told that proper integration is on the cards, but it might take some time while Ludei and Scirra work out the issues. The feature you mentioned has been removed while that happens.

    Here's a workaround for now:

    A: Set font face individually per text object in actions -> Font -> set font face (or do it all at once with a family).

    B: When you export your project for CocoonJS, create a new folder in the zip called fonts and place your font file there.

    Based on the changelog for R117 this workaround could cause compatibility issues but I use this solution with my own project and it works fine.

  • It should work if you just use enemySprite.Angle

  • Use a middle-man, so to speak:

    On collision:

    Set TempNumber to GlobalNumber

    Set GlobalNumber to FrameNumber

    Set FrameNumber to TempNumber

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  • briermay You don't need to mess around with UIDs or IIDs for this purpose. Construct will always use the instance of an object that is picked by the condition of an event. See How events work in the manual. The picked instance also extends to sub-events for further filtering. See Sub-events in the manual.

    For beginners, as long as you have your action in the same event as your condition, you can freely call the object as a whole and it'll use only the instance that triggered the event.

    Example capx [R118].

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