As far as I see, you didn't set a delay for the two events, making them move up and down at the same time. Personally, I would just use events to fix this proble.
If char(x).status is used, the game behaves weirdly:
-If the player currently has item A, gets Item B through a script, and collects item C, item A will be put into the inventory instead of item B. -If the player currently has item A and gets item B, item A won't be put in the inventory.
What I'm asking for is basically a way to get information about a) the player's current enemy combo b) the number of dragon coins the player has collected.
I'm pretty sure this is intentional after all this was in 1.3 and the classic Mario Games, which SMBX was (and, to a certain degree, still is) trying to replicate.
I don't agree with this idea. If you enable loop test, you'll see the death animations are already fast enough. A better option would be to allow customization on death events, like the possibility to reset the scenario with scripts and disable standard death events to make your own. Still, the cur...
The thing I'm asking for is the ability to skip the death animation by pressing the jump button. This would shrink the gap between death and retry and thus, the game would feel faster.
When the player lands on a trampoline when Spinjump.fallslower is active, he/she will stay in the air until he/she stops pressing the "Alt. jump" button.
My suggestion is to add a "backwards" and "forwards" option like a lot of programs (e.g. Paint, Paint.net, Windows itself,...) have so it gets a little easier to remove wrong changes and remove the danger of destroying a level using the "fill" tool.
I had an idea for two new additions for NPCs: First, it would be cool to be able to set the duration for the starman Power-Up . This would make it way easier to set a music. Right now, there is a huge problem because of the lenghth. Second, I would appreciate the ability to enable/disable a Koopa's ...
So, I'm using a script that spawns a bitmap on death/level end and I am using Lx Xzits Ground Pound Script. The problem is that the GP Script seems to take up all the bitmaps. So, can you add one or two more bitmaps?
I just tested this in 1.4.5 since I already found it in 1.4.4 and it is still present: Whenever I'm using the Freeze effect along with moving layers the following happens: -The block stops moving -The blocks movement is broken The reason should be that the trigger time for events isn't stopped when ...