There is one provided by R0J0hound:
The file is a CAP that means must be opened using Construct Classic but the source really worthed. In the sample R0J0hound show how to change/choose nodes direction based on given condition.
After 0.25 secs, try to zero out Accelerate & Overal speed of CustomMovement
It would be better to disabled CustomeMovement into separate condition under State="stop".
Here topics related to your question:
You may interested in this topic :
Hopefully it gives you an idea at least on basic node path finding.
Run fine in my case below:
Does the ENEMIES Group is activated from first place?
Update revision 1.1 :
https://dl.dropboxusercontent.com/u/659 ... _dir2.capx
Create a global variable "state" then leave it to 0
On start of layout | wait 5 secs then set variable "state" to 1
Add extra condition within spawning events occur
"state" =1 & every 3 secs | spawn enemy
Simply put sprite.count then restrict them:
Just change the keyboard setup with gamepad setup.
Yes outlines make everthing stand out!
Your Events sheet at least must looks like this:
Each enemy copy is shooting altogether.
Use physics behaviour & solid behaviour then adjust their parameter. To create a force set some amount of impulse for ball object within the speed of touch.
Develop games in your browser. Powerful, performant & highly capable.
I mean do these polygon collision seem not consistent?
Use for each (ordered), choose ascending or descending then pass unit IID as a parameter. Well that's it in general.
gave a try at your capx but I don't get it, everything seem fine to me. Do you sure it isn't animation sprite thing?
add clamp for cursor.X