Cool! I'll add it to my wishlist as a reminder.
Yes get rid of all the system events, the timer is supposed to remove the need for waits. As you mentioned, the system event is not per instance. The on timer finished picks the instance where the timer finished, that should hopefully be enough?
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Hi, you don't have to use save data but there isn't enough information for someone to help with this. Most likely you have an 'on start of layout set diamonds to 0' or 'reset global variables' that triggers on the start of each layout.
You use a timer on the enemy object and timers are affected by timescale so they will pause and continue from where they were when you unpause.
global variable score would be something like ""&Score which you currently have. instance variable is ""&object.ammo
The why is probably to do with picking, when you call a function and refer to an object it does not necessarily refer to any previous objects picked before the function was called. So the spawned invisible sprite in the pin function is not the same invisible sprite referred to in the main function.
This should be one event, every 1 seconds with the actions on the right in order. You are not passing any values through so there is no need to use functions.
Yeah you uncheck the option in bullet behaviour, 'Set Angle'. This option sets the angle of the object to the direction it is moving in. You don't want this so you can disable that option.
Is the layout using the event sheet that those events appear?
They are the same
Member since 5 Aug, 2013