I was wondering if adding too many objects to a Family with Behaviors would ultimately cause dropped performance? Currently I have a small-ish Family (containin...
I have 2 different objects in a family 'familyPlayers' that walk left or right depending on the 'direction' instance value. When the object falls I want the ani...
To save you the headache of deciphering those expressions the gist of it is: That's all fine and dandy. Without the "Trigger Once", an object is created every t...
I have a global variable storing what object the player might be carrying. When the layout changes, I need to recreate that carried object in the new layout. I'...
I seem to be a bit stuck with this: I have a Dictionary object that holds all kinds of keys for the objects the player has collected in the game. Some of those...
I need to create a loop for object in family "objects" that have children "objects". In code something like this: For each objects. Repeat objects.ChildCount. O...
So if I have a multiple instances of "object_1" in my layout and I want them to call a "Flee" function when "Flee" string is active. How do I restrict the funct...
When a mine is built in one of 15 spots, a progress bar is created (CoalMineConstruction) with the x/y of where that mine is. There's an instance variable on th...
I am struggling with retrieving an local instance variable, called "myScore" upon a collision of a bullet with that one to add it to a global score display. Wha...
There are 10 objects in the family. I want to pick the object that the player overlaps with from this family and create an instance of the picked object. I trie...