3 problems to "Blast Galaxy" (Fixed)

I am working on a Map expansion update for Flowlab Game Creator - Blast Galaxy. But I got some major problems.

(Fixed) 1: I got 2 cursors, 1 for in-game interactions, and the other to make it look nice for the UI, but when my player ship moves, one of the cursors drifts off until I move my cursor. I was thinking of having the cursor location always update even when the mouse not moving.

(Fixed) 2: I am making an experimental compass that tracks and points out the nearest enemy, so you can find it easier. But it always points the opposite way for the Y-axis.

(Fixed) 3: I am getting major lag. But I am predicting that will not be the case for powerful PCs. I still want the help though. I am making the game on a crapy Chromebook after all.


well, you can just have the mousemove outputs set two numbers, and have an always getting those numbers and using them in a position:

Mousemove (X(1)) (Y(2))
(1(Set)) Number (Out(3))
(2(Set)) Number (Out(4))
(3(X)) (4(Y))

Then, before sending the number through the PointAt, convert that number to a negative

Probably the cause of your lag :upside_down_face:

Maybe make the programming I can import into the game.

I fixed it by rotating the sprite 90 degrees to the right.

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Maybe follow the notation :upside_down_face:

→ Standard flowlab notation

Still not working. Glad to learn about programming notation though.

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Turn the object non-movable, non-solid, no collisions, basically disable all physics

Use in-view triggers for game world animations

I don’t think animations would cause lag. It would mostly be object count or complex behaviors

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Also, you should only need one cursor (at least one that’s visible)

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Again, one cursor is for in-game interactions, the other is to make it go over the UI.

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The same cursor could have its display order bumped up over the UI.

Actually, that gives me an idea…


Ok, so what’s causing lag is the proximities. It’s showing 30 ms on the proximities, which is a problem.

One of these things could be the environment block.
The proximity is HUGE and there are multiple of them.
Instead, make a global variable called Enemies. Once an enemy spawns, add 1 to that global. On death, subtract 1. In your environment block, replace all those proximities with the Enemies variable and a filter (keep it at the default), and on fail trigger the next wave.

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research the radar in Halo

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Don’t think researching the halo radar will help him with the coding problem…


Sounds like a great idea to me. I cthink making a radar like Halo’s in Flowlab and then changing it is a cool idea.

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