Originally I was thinking of fake enemies with their own scripts in which they remove themselves based on number of active players. They also wait for order to remove themselves.
Turns out there's a simpler solution than that. Here's an example of level with this method:
group 4 4
at 100...
I asked cause the script only works against walls and z limit. The video you've displayed shows bomb rolling offscreen to the left which means there's no wall to the left side.
But regardless, I did see bombs disappearing when touching back wall.
I suggest using entityvar since it's only used...
I think I've shared this trick for this question before. The trick is to set big group for 4 players and spawn fake enemies to reduce the group size. These fake enemies will remove themselves based on number active players. Of course, they'll remove themselves when a wait is over (all enemies...
Have you declared wall on level's edges?
Fallen entities lose velocity after landing. You might need to store starting x velocity then reapply it after landing to make the bomb continue moving.
If you want to end level by touching end of screen or level, I suggest using something like this:
name Exit
type none
antigravity 100
offscreenkill 4000
anim idle # left/right exit
@script
void self = getlocalvar("self");
void P1 = getplayerproperty(0...
Technically, the old howto.gif is animated gif which has several graphic files or single gifs compiled into animated gif. It is possible to use multiple animated gifs for how to play screen.
Anyways, if you want how to play screen like a book in which player could choose which page to read by...