There are system actions 'Restart layout' or 'Go to layout'
As a player you want the animation to be instant or it's going to feel slow and weird
Well you could do some unnecessary logic like create object by name and have the names ready and run a loop in a function through all the names. But yeah you should do create actions for each object separately. The x,y doesnt matter because at the end you can say Family set position to your co-ordinates and it'll move them all.
For the creation no but if the problem is with the co-ordinates then that's fine. You can create all the objects with separate actions, then the set position you can use the Family, it will move all the objects with one event.
To create each object in a family you need to make a create action for each object. Alternatively you could place them in the layout yourself to avoid making the events.
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That's a good point, I rarely use booleans. Better here if you use a global number set it to 0 or 1 for off and on. Then you can update that bottom event to set variable to local storage itemvalue.
On the bottom event the action is set turn_on to localstorage.itemvalue.
For the other events where you mentioned "turn_on" remove the quotation marks as this is not using the variable.
Expect a 0 or 1 when you take the value from local storage.
Yep as mentioned above add conditions in the function 'curRound = a value' that you can use to split off whch enemies to spawn in which round. Currently you don't filter by any conditions so it runs that event every time you call the function.
In the CreateEnemies function you can add conditions for curRound, ifcurRound=5 you can spawn the boss and different enemies. Not sure you what meant about stopping those from previous waves as it looks like you need to destroy all enemies to go to next round.
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If you are overlapping it and hit mine key then perform mining action. You could have a variable for amount on it and subtract from it each time you mine until it's 0. Also maybe the animation changes for each level of variable so it depletes.
The orange condition you have at the bottom on the freckles event 'pick instance with UID orange_ID', also add it to the every tick text event.