Try something like this:
Sprite: 8direction speed > 50
--- Sprite: set angle to round(angle(0,0,Sprite.8Direction.VectorX,Sprite.8Direction.VectorY)/45)*45
I think you have a typo in Event 5.
You used this condition:
StoneTower: pick closest to (StoneTower.X, StoneTower.Y)
You should use this instead:
Enemy: pick closest to (StoneTower.X, StoneTower.Y)
You can lower the "Jump Strength" and "gravity" values until you get a slow floating jump. Another thing you could try is the System->"set object time scale" action.
Strings will work with the same idea:
http://dl.dropbox.com/u/5426011/examples12/duplicate_value_test.capx
Here is a topic that gives a way to do containers:
http://www.scirra.com/forum/no-containers-i-just-realized-how-bad-it-is_topic53514_post334827.html#334827
Here are some topics that have ways to do enemy health bars:
http://www.scirra.com/forum/enemy-life-bars_topic53591.html?KW=enemy+health
http://www.scirra.com/forum/health-bar-for-each-enemy_topic48781.html?KW=enemy+health
[qoute]Problem is, if I disable collisions I can't click on them :( Is there some way for me to accomplish that?
You could temporarily enable collisions when you click:
+On mouse left click: --- ememy: set collision to per pixel +mouse is over enemy: --- do stuff +always: ---ememy: set collision to none
For the enemies getting stuck close to the walls how are you making the enemy chase the player? I imagine they wouldn't get stuck if you moved them with the rts behavior.
Without delving into the events I'd say the quickest fix would be to:
1. Add an invisible solid box in these tight spaces to keep the player out.
or
2. Avoid level designs with situations like that.
The simplest way I can think of add jumping to 8direction movement is to use a hidden object with the platform behavior to get your jump height from and set it up like this:
http://dl.dropbox.com/u/5426011/examples12/8dir_jump.capx
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Assuming you're using the physics behavior then applying a force to the bullet every tick should do it.
The custom movement is likely the cause. As a rule of thumb if you move an object with the physics behavior don't use any other movement behaviors on that object. With just the physics behavior collisions should behave correctly unless the objects are moving with a very high speed.
The pin behavior doesn't work well with the physics behavior. Revolute joints will work fine, you can swap them out with the other joints if you wish and see the difference.
To create lift just apply a force up on the balloon:
"Ballon:Apply force 100 at angle 270", change "100" to whatever value you like to adjust the amount of lift.
It would basically be a flood fill.
http://en.wikipedia.org/wiki/Flood_fill
Here's an example that may help:
http://www.scirra.com/forum/matching-more-than-3-sprites-gem-matching_topic51703_post326506.html#326506
Member since 15 Jun, 2009