You may be able to set solid collision filtering with the tags to make the family ignore collisions with itself, try it!
Change magnitude to a negative number
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Well i'm no maths expert but my approach would be something like :
- divide by 100
- floor the return value i.e. floor(3.9) = 3
- multiply by 100 = points
So if your score is 360, would be 3.6 = 3 = 300
I think you can make the wall solid then it won't move into that tile occupied by the wall?
Yes exactly remove the solid behaviour
I don't think the post was any more specific than the subject? :D but in general you can use the Fade behaviour and trigger it to fade in and out based on distance between the player and an object using distance(player,object)
I don't see how that could happen if they are all moving together. They have different speeds? Did you give them a solid behaviour?
What's the problem? They should move together and you don't need the for each btw
Looks good
If you want the enemy to shoot more bullets you modify the time right? The logic looks fine there. You can add a instance variable to an enemy which acts as shooting speed and use this every enemy.variable seconds.
i found a not very good way to do this. it requires copy and pasting code and changing the added angle all the time, which its not good if you want to shoot like 32 bullets at the player
what do you mean?
Basically with the function you're passing parameters through but could be assigning them to a different Cell than the one you spawned if you are spawning them fast. Since the Cell is already picked at the point of spawning you can set its value in the event above, no need for a function or second event at all, unless like I said you guarantee it is the correct one by picking by UID.
Member since 5 Aug, 2013