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  • You can also try Tween with different easing options.

    Every time the health changes (increases or decreases), restart the tween for healthbar width. End value: maxWidth*(currentHealth/maxHealth)

  • HP is drained in the first event, 4 points at a time. In your game you'll of course have a different event for this.

    The expression for health bar width explained:

    lerp(Self.Width, 300*(hp/60), dt*2)

    Self.Width is the current width. 300 is the initial width (at full health). 60 is the maximum (full) health value. dt*2 is how fast the bar will react to health changes.

  • I made this for another post:

    dropbox.com/s/tjowni4xr1fgkc9/Healthbar.c3p

  • You are creating 4 instances of Sprite2 at the same time. How Sprite is supposed to find path to all four of them?

    One pathfinding instance can have only one active path. If you tell it to find another path, the previous path will be lost.

    Also, Find Path is an asynchronous action. Depending on the map size and other things, it may take different amount of time to find path for different objects. That's why you see only two "a" in the text. On a slower machine or on a larger map it will be just one "a".

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  • You can use PlatformInfo.ScreenWidth and PlatformInfo.ScreenHeight expressions to estimate the size of the physical screen, and then resize your virtual pad accordingly.

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  • Actually, seems like you need to increase gravity for faster falling. Try this:

    Platform is falling -> Set gravity to 2000
    Else -> Set gravity to 300
    
  • If you need only the top of these 100 objects to be clicked, the best solution is to add them all to a family and then do "On Family clicked, Pick top instance".

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dop2000

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