Balls vs Zombies (https://itunes.apple.com/us/app/balls-v ... &ls=1&mt=8)
$0.99 USD
Cordova
Balls vs Zombies Fun (https://itunes.apple.com/us/app/balls-v ... &ls=1&mt=8)
Free
Have fun <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">
Another update. We added some "juice" to the game. Have fun!
We have a new version. We forgot to customize the splash screen and the title screen to the new format but seemed to have fixed the crash \o/ Try the new „gravity button“
It will fall if you wait long enough because there is a micro-gravity which will pull it down sooner or later. But we know that this can be annoying so we have added two buttons for the next update of the game. One for "fast foreward" and one for "temporary gravity". We have also changed the physics from box2d to chipmunk to prevent a crash "later" in the game.
Hi,
you can play our game "Balls vs Zombies" on Scirra Arcade here:
https://www.scirra.com/arcade/shooting- ... bies-22620
Have fun
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Ah, you saved me! You're right, the position is not yet set in the onCreate event. So you can imagine the event as a kind of constructor but without parameters. I am creating my "myFont" Object at a later stage now.
I have this case which is driving me crazy:
myEnemy | On created | System | Create object myFont at (myEnemy.X, myEnemy.Y) [/code:39kng7lx] I create my "myEnemy" at a valid Position != 0 (let´s say at 25, 130) but... when "myFont" is created like shown above at myEnemy.X and myEnemy.Y it is created at 0, 0... I would expect the X and Y to be correct even in the "On created" event? Please...
That´s pretty much what I was looking for... thanks. I used groups before and even used the activate/deactivate function but it did not come into my mind.
the equivalent in pseudo code would be something like:
method a { if (trigger) { return; } (...)Do something funky } method b { if (trigger) { return; } (...)Do something funky } [/code:2rxzhb32] This would be called "bad coding style" I guess. There must be a better way...
I am not sure what you mean. The event-sheet for this object has a lot of events and I want do "deactivate" all of them. I thought there would be a simple solution like "decouple the eventsheet from the object"
greetings
Thanks but I´m afraid I misdescribed it. I did not mean the animation loop but the frame loop. The sprite eventsheet should be ignored and the sprite should remain at the last rendered animation frame (become "static"). Something like: "Exclude eventsheet but don´t kill the object".
Anyone?
I want to exclude a sprite completely from the frame-loop in order to "freeze" is under certain conditions. Can it be done simply?
thanks
Member since 17 Dec, 2013