With the trigger once event also add a for each enemy.
If you use persist behaviour, the coins will stay destroyed when going between layouts. If you use system save/load you can save the state of the game.
Would it be easier to use T1Z.count which is the number of enemies in the level? That way it's always correct and there is no possibility for bugs.
To fix the current logic, adding a 'for each enemy' to the health condition should work.
15 animations of 70 frames of 1920x1080. Yeah that's not ideal for 2D game development
99% CPU? How large is each frame?
Looks promising, good luck with the kickstarter. I will pledge something.
Do you have other logic that takes you to other layouts on player death? Difficult to do anything without seeing the events.
Check if your score is greater than high score and go to layout.
Add a wait before jumping
Ah ok I didn't see that! Yeah I didn't mind the intuitive control system, just changed to see what the buttons were like.
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Ok lol ignore me I tried it again. Looks like I wasn't pressing the button correctly but the outside of the button. I think it would've made sense to have the right arrow on the right side of the screen though kind of like when you start with intuitive.
Yeah maybe you have to wait a while. Yeah you push the box so it's almost touching the fire so I can quickly get past but when I do it pushes the box only slightly and I get stuck under the fire, it happens almost all the time so it doesn't feel 100% reliable, I've switched from intuitive to the button controls so I'm using the right arrow.
Member since 5 Aug, 2013