This looks fine? You can't use one family because of picking issues. If this works then I say fine.
Wherever the action is for changing the variable you add the action for the flash
It's because your idle animation is overriding it, you already have conditions for idle which are when A is not down and when D is not down, you need one for when M is not down.
I think the actions shown there would still work but the events below wouldn't be able to pick the sprite because of an availability thing. I'm guessing those 3 actions work and it breaks with the event conditions loopindex=0 and below?
Without looking at the file and since you asked I am going to guess yes that is the reason. You should add conditions to make sure more than one animation isn't true at the same time, for example play run animation when not dodging.
I thought you said you had done it but you couldn't put all objects into one family?
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They should all be sprites and you can put them in one family
There's a system condition pick nearest instance, so you can pick all instances that are overlapping the hitbox which is what you currently have, then you can limit further in a sub event with pick nearest to player.
It should hit one enemy, which enemy? It depends on that really.
You can move the bullet behaviour to the Family object level. You will need to if you want to run actions for the Family.
Ok to rephrase, remove the Wait and destroy, create another event 'on animation explosion finished' > destroy
Change your event to 'on explosion animation finished' > destroy
Member since 5 Aug, 2013