Using 'Pick all' wouldn't be necessary for this case:
If you need to summon family members all at once straightforward approach would be looping through ObjectType of that family.
Example: dropbox.com/scl/fi/07wqkp6cujsyz36nrudd2/summon_family_at-once.c3p
Are those local variables not set to static? That will likely makes it couldn't retain it's value and always reset every time condition met.
Continue to develop a drop puzzle game that almost abandoned. Foreshadow dummy (pieces preview) were added.
Try put a sprite or other visible object. The viewport line maybe as thin as thread but it should be there. Otherwise it might be graphical issue within your system.
select the layout on right pane and scroll a bit in work area.
That's the kind of simple formula I always use when needed something in reverse. Negate and multiply.
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Since you made image point for each arm at the center of body the method still relevant and can be applied. Here the modified version:
dropbox.com/scl/fi/q4paq1o0l9oulv67dkpu1/BloxlineInitiation.capx
It will be concise to differentiate the state by checking whether the player in "punch right" or in "punch left" state by put string variable "state" or "punching_state". Flipping mathematically is just negative sprite height.
You can do like this and remove conditional event for the animation:
Just in case: dropbox.com/scl/fi/o0vegcufod85s023kck1m/DoomGuy-simplified.capx
I got similar mechanism. Have a look:
dropbox.com/scl/fi/ksf4g9kseczekqqs3xbdl/jigsaw_puzzle_pic.capx
Check again "Attack" animation speed whether the value is 0.
Member since 22 Feb, 2012