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  • "On space pressed" is a triggered event (as all other events which start with "On").

    Never put triggered events nested under some other events.

    So try moving it to the top level, and add "MapWorld is ovelapping event" as a second condition.

  • Put sprite1 on layer1

    Put sprite2 on layer2. In layer2 properties set "Force own texture=Yes".

    Add mask sprite (for example big black rectangle) on layer2, above sprite1. Set "Blend mode=Destination out" on mask sprite.

    Now if you move the mask sprite to overlap sprit2, sprite2 will become invisible, revealing sprite1.

  • Check origin image point and collision polygons. Ideally they should be the same for all animations and frames.

    If this doesn't help, please share your capx file.

  • Or use "Scale outer" and add this frame image to your layout.

  • , thanks! Posting on itch.io is a really good idea! I'll probably do this after I publish the game on Google Play and App Store.

  • Set text to Array.At(Array.IndexOf("rabbits"), 2)

    Text should display "3"

  • , Thanks a lot for the feedback!

    How long did it take to load? 10-20 seconds or longer?

    The size of the game is about 30Mb, and it's hosted in Australia (which is famous for its crappy internet speeds), so maybe that's why it's loading so slow. It should definitely be faster once installed on the phone.

    Planets rotation is intentionally made to be one step at a time, because each step uses 1 energy and the energy is the most important resource in the game. If I allow to rotate planets freely, without stopping after each step, the energy will be drained really quickly.

    When you see 3 yellow planets scattered far away from each other and you start bringing them closer, you will quickly realize that this is not the best tactics, as you are losing too much energy. So you have to be creative and plan your moves.

    The game is going to be free with IAPs and ads. But there is no "paywall", it can be played without spending money. When testing I completed all 200 levels several times without making a single purchase.

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  • If you build a graph with those values you provided, you'll see that it looks similar to y=1/x function. Only instead of "1" there should be a much bigger value.

  • No, I'm pretty sure that description is just a comment and you can't access it with events.

  • You are using "On Nth touch end". N here is not touch ID, it's the index! For example, if 3 fingers are touching the screen and you lift one finger, "On 2nd touch end" will be triggered.

    In your case you need "On any touch end" and then compare touch ID.

    Or simply use "On tap AreaSprite -> Buster Find path to (touch.x, touch.y)". That's it, just one one event, no need to deal with all those variables!

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dop2000

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