Here is a small project demonstrating the issue:
dropbox.com/s/mkt4ldmpsn0quks/RandomDemo.capx
Using round() with random is not a good idea. The results distribution will not be uniform.
If you need an integer number between 5 and 10, use int(random(5,11))
I don't know if it's possible.
You can move the object directly with timeline, and it will follow the Bezier path. No need to use MoveTo behavior.
It's probably a Platform behavior issue. If you are sure that two collisions are registered, you can temporarily disable collisions for batBox after jumping on it:
batBox set collisions disabled Wait 0.1 batBox set collisions enabled
Or create an instance variable lastCollision. On collision add a condition checking that batBox.lastCollision<(time-0.1)
And only if it's true, then do the jump and set it lastCollision to time.
I think you have a mistake in two conditions where you compare Tpin.X
I believe it should be:
Tpin.X < (Tarea.x-20)
Tpin.X > (Tarea.x+20)
Also, how do you limit the dragging distance of Tpin sprite? I have a few examples of virtual joystick, take a look:
howtoconstructdemos.com/category/virtual-joystick
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Check if the layer is visible, or maybe has some blend mode that makes it invisible. Check parallax, scale rate. Run the game in Debug Mode, see what really happens with these objects - maybe they are nor destroyed, but still there.
You need to add "Else" as a first condition to the second sub-event. Press X to add it.
It's because you have "Slash Spawn Slash".
You need to change it to "System Create Slash" action, or "Player spawn Slash" and then you could remove "Set position" line.
Looks like you enabled animation preview - see that highlighted icon on the toolbar in your screenshot.
You should always be able to close animation editor by pressing Esc button.
Select a large area of tiles, then switch to eraser tool and you will be able to erase this area. Once you clear the entire tilemap, make several copies of it on an unused layout. Next time when you need an empty tilemap to design a new level - you will have spares.
You should also try setting Width=true and Height=true in Pin properties. Then when the body is mirrored, the pinned sprites will become mirrored too.
Member since 26 May, 2016