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  • Pretty sure there is no difference whatsoever.

    When used like this, subevents can help to make the code more organized and structured, and they don't affect the performance or anything else.

  • Yep, that's correct if you have only levels from 0 to 9.

    If you want to store multiple values in a single string, I recommend separating them with some symbol and using tokenat() expression.

    For example:

    s="3;10;100;1"

    Set level to tokenat(s, 0, ";")

    Set checkpoint to tokenat(s, 1, ";")

    Set health to tokenat(s, 2, ";")

    Set power to tokenat(s, 3, ";")

  • You can use text expressions find(), mid() to separate values from your string "L3C2H99P40".

    However it would be much easier to use one or several dictionaries.

    For example, write this data to the dictionary:

    Key="A_Level", value=3

    Key="A_Health", value=100

    Key="B_Level", value=7

    Key="B_Health", value=34

    To save it to local storage: LocalStorage set item "SaveGame" to Dictionary.AsJSON

    To load from local storage: LocalStorage on item "SaveGame" get: Dictionary load from JSON LocalStorage.ItemValue

  • It still takes some time to load the engine code and your loader layout, so the system splash screen will still be shown for a moment.

    You can disable it if you want.

    See this tutorial:

    https://www.scirra.com/tutorials/318/ho ... ng-screens

  • Dictionary For each key

    Dictionary compare current value = int(Player.X) : Player jump

  • There is no simpler solution, unfortunately.

    You should be able to copy/paste everything - objects, layouts, events - as long as there are no duplicate names in two projects.

  • So the player continues to move even after you release the on-screen button, is it right?

    The problem must be somewhere else in your code, could you share your project file?

  • You mean like flipping in 3D?

    You can decrease its width to 0, then mirror it and increase the width back. But it won't look very nice, because C2 can't skew sprites.

    If you want a nicer effect, you should either make a frame-by-frame animation or use some plugin.

  • See this post for some ideas:

  • Yeah, it looks like a bug. When you change animation frame of Physics object, its collision box is not updated.

    Ashley will probably not look into your project with 100+ events, so here is a much smaller capx demonstrating this problem:

    https://www.dropbox.com/s/q8eaq4uzqfbc2 ... .capx?dl=0

    I suggest you try Chipmunk behavior instead of Physics, it seems to work fine in this situation.

  • It really depends on the game style and what kind of animation you have in mind.

    I guess you can create a long animated sprite and mask it with blend modes. (to make it shorter)

    In one of my projects I used particles to add glow/steam effect to the laser ray:

    https://www.dropbox.com/s/5hcn1849gw5s8 ... .capx?dl=0

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  • If this is just a one time job and you are willing to manually edit the JSON file, it would be easier to make a simple list in plain text rather than keep it in JSON format:

    Item1, price

    Item2, price

    Item3, price

    Then you parse this list using tokencount and tokenat expressions. There are lots of tutorials on how to do it.

    If you need to dynamically load the list of products from the website with the most recent prices, you can parse the JSON file as a text file - searching for tags with the product name and price.

    Here is a demo:

    https://www.dropbox.com/s/cgv055u3bmb4c ... N.c3p?dl=0

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dop2000

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