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There is a behaviour option 'rotate object' which can be set to false right? Then the object's angle is unaffected by whatever pathfinding is doing.
A way of doing pages is to have the sprites for level selection 1-20 then when you press next, you add 20 to their variable or number, so they then become the level selection for 21-40 etc. If you already have levels for 1-20 then I guess you are using some kind of ID for that. Or you could use different layouts if their placement alters quite a bit on the screen. Kinda depends on what you did to make your current level menu.
Yep on enemy created set enemy speed to global variable
It is not linked in any way to enemy speed, you have one event which is to add 100 to the variable when you touch an enemy.
The variable increases but you don't do anything with it...
I dunno if it's just me but this seems like a very trivial problem
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Could be one of two problems, you're comparing an 'exact' X which might never be true, so try greater or less than. You are still simulating the bird to move down so they conflict, need to disable one movement and enable the other.
Great, glad it's resolved :)
Could try condition 'object 2 is visible' with the 'mouse is over object 2' condition, so both need to be true
Your mouse cursor over object#2 can still be true if the object is invisible
I don't think you can pick and choose, it will reset all. Better way would be to just set them on restart and then you can ignore the game entry variable.
Member since 5 Aug, 2013