There are 2 issues. One is that the game over object is set to fade out and be destroyed at the start of game (initially enabled), and also the layer that the game over object appears on is set to be invisible in the options.
Well it's in French but from what I can decipher you are making an object visible, not asking it to play an animation?
As on tap is a trigger once, then I guess the only issue could be 'repeat count' is set to more than 1. If it's not that then let's see a screenshot of the events :)
I thought they all spawned at the same time on sonic games? So if rings a global variable, you just create that number of rings. If you are doing it one at a time I guess you can create a ring as you subtract 1 from rings variable until rings variable is 0.
pyramidlakegames cool ^_^
Lives are usually global variables, make one called Lives with initial value 3. Then you can say if player is not on screen (is on screen inverted), trigger once, subtract 1 from Lives.
Sprite is on-screen (inverted), trigger once > create indicator object at edge of screen.
Sprite is on-screen (inverted), indicator object set angle toward sprite.x,sprite.y
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Yeah maybe so. I just played a bunch of the AI levels and then one against a human player (I think), but I guess everything was happening too fast to feel like I had any control. The buildings do spawn the units very fast but it looked nice while it was happening.
Sprite on collision with wall > set angle
I'm not sure what you mean by having it both random and easy to predict at the same time.
Post it in the bugs section
It's right there on the 'play' action where you choose the sound to play. It says volume, where 0db is the default, you can set it to +10db to increase the starting volume of that sound.
It looks very nice, the gameplay is kind of basic though right as it looks like you don't control anything that happens, things just spawn and you go to a base. Some of the text needs some work as well. Nice use of isometric though mmmm.
Member since 5 Aug, 2013