I already mentioned above, remove the angle actions you've added if the bullet is going at the same direction
If it continues at its current angle of motion then I see no reason to change the angle or add actions for angle when you set the special bullet?
The logic where you assign unkillable variable is just a bit wonky. You're saying compare for each bullet if its own IID is equal to an IID in a random range, this could be true any number of times or never. You should instead set a local variable to floor(random(0,8)) and then set the bullet whose IID matches that number.
Check oot the manual : construct.net/en/make-games/manuals/construct-3/behavior-reference/platform
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Yes you simulate control and when on collision with something you reverse the direction. But that only makes sense if it moves on its own.
Swap the speed and angle of motion actions around so speed is first
I don't think they are visible, I don't see any events relating to movement of the character from those mouse clicks or keyboard presses.
Not really sure what I'm looking at, only you know the game. It's a sprite bouncing left to right off solids, what's the issue? What is meant to happen that is not happening? Are all the relevant events visible in the video?
"If the character has the speed set to 0, you can't change the direction to either up or down, but just left or right. This, only when the speed is set to 0. In the game, after you choose a direction, the speed goes automatically to 150." Is that true?
typo I meant 0-100
Yes like that but the range is 1-100
You should use separate objects because for example :
You want to spawn a dragon = 60 animations = 60mb
You want to spawn a horse = 60 animations = 60mb
If they are separate you can spawn a dragon with 1mb of memory.
Member since 5 Aug, 2013