So that's all of my questions answered, so thanks for the help.
Slow your roll there, buddy. We got some things to talk about first.
-Firstly, is there a way to change the 'facing' for an object, without rotating the object itself. For instance, I'm making a shooter, and when bullets are spawned they move in the direction of the facing. However, it seems that the facing defaults to the right, and I want them facing up. I worked around it by drawing up all my sprites facing to the right and then rotating them in construct, but I was just wondering if there was an easier way around this that I was missing.
Yeah, have the same thing going on here since I'm also sort-of making a vertical shmup - always turning the art 90 degrees counterclockwise is a bummer, but I'm almost used to it. Maybe someone will give a solution, who knows.
If you guys mean you want your bullets always facing up then you can draw them facing up and set the Rotation property in the sidebar to "No rotation."
-Lastly, I'm having trouble using the else function. When you destroy a rock, there's a random chance that a powerup will show up. Then, there's a random chance that it will be such-and-such powerup, and then there's a random chance that it will be this powerup, or that one. Or at least, that's what's meant to happen, but I can't get it to work.
Okay, first off you don't need a bunch of "0 = 0" events laying around. It's a useless event. All it's doing is basically saying "True" every tick, which is what the Always event does. Get rid of them.
Next, the reason your blue objects aren't showing up is because you're using Else incorrectly. But more on that in a moment. Let's have a look at a more stable spawning event. This is how you were doing it:
You have two separate events checking two separate random numbers. Unless you mean for both powerups to spawn at once on occasion (which I guarantee they were, you just couldn't see them) then you need to roll the dice just once, so to speak. Set yourself up another variable to hold your random and check it in a condition, like so:
Now it will only generate one at a time.
Now, about that Else. See, even though the blue powerup was being spawned, the way you had your Else set up it was basically being destroyed immediately in the same tick. Else isn't supposed to be used as a sub-event. It's a special event that you place immediately after the event you want to else. Like so:
Notice it makes a little pipe connection to the previous event. That's how you know it's working.
Also, you can't Else a trigger event like "On collision." Those events happen in just one tick, so saying Else to them is like saying "Every time it's NOT colliding," which kind of defeats the purpose here. Hence the reorganization of the sub-events. Works fine.