Author Topic: Handle rotary object  (Read 5286 times)

Junior Nintendista

  • Guest
Re: Handle rotary object
« Reply #15 on: September 13, 2015, 08:17:14 PM »
>tfw

basically alarm events are activated when you set them, so alarm[0]=10 will make alarm 0 activate after 10 frames. if you set an alarm inside an alarm, you can make an infinite loop. Then you just put in the create star code and that should do it.
Another error, the speed of stars is absurd's very fast and not giving this to change.

Junior Nintendista

  • Guest
Re: Handle rotary object
« Reply #16 on: September 13, 2015, 08:20:25 PM »
O_O


Archee

  • Wannabe
  • Posts: 11
  • OS:
  • Windows 7/Server 2008 R2 Windows 7/Server 2008 R2
  • Browser:
  • Firefox 40.0 Firefox 40.0
    • View Profile
  • Playstyle: Keyboard
Re: Handle rotary object
« Reply #17 on: September 14, 2015, 02:14:09 AM »
Try this: https://www.mediafire.com/download/7menx7w7soy8q4e/

Edit: updated, previous version was unfinished.
« Last Edit: September 14, 2015, 11:43:32 AM by Archee »

Junior Nintendista

  • Guest
Re: Handle rotary object
« Reply #18 on: September 14, 2015, 05:00:52 PM »
Try this: https://www.mediafire.com/download/7menx7w7soy8q4e/

Edit: updated, previous version was unfinished.
It's almost that, but objects can only be constantly spinning on the screen.