- A condition to give an event a 1 in x chance to run (for example, if it was set to 5, an event would have a 1 in 5 (or 20%) chance to run).
Using a condition "System: Compare two values", setting the first field to int(random(5)) and setting the second value to 4 should give exactly just that, and would even allow you to tweak the "chances" as well (int(random(5)) < 2 (2 chances on 5 to execute).
Does it really need a dedicated condition for that "trick" ?
- The ability to choose a collision mask for sprites (collision polygon, circle, bounding box) - just like the Physics behavior does.
- Simple graphic objects, like a line, a circle and a rectangle. It would be great if they could detect collisions with objects.
I believe the physics behavior still rests on the principle of collision polygon.
I mean, the resolution of the circle collision mask is still based on a fixed number of points that forms the general shape. Or so I believe, Ashley could correct me.
Also, when setting the texture of your sprite in the image editor, you can right click and "Set to bounding box".
In the same order of idea, since the implementation of drawing tools in the recent beta versions, you can fill the texture with a color, and use it as rectangle (filled) or a line.
The non filled rectangle could be an interesting addition.
Also when using the draw tools, the collision polygons are guessed, and a full filled texture is by default a bounding box.
Maybe I'm missing the point here, but I don't really see what advantage we could expect here.
- An expression that returns the last key pressed on the keyboard as a string and a condition that checks for a key pressed based on that string. That would allow for customizable controls.
I strongly second this one <img src="smileys/smiley4.gif" border="0" align="middle" />
Returned as a string or as keycode, it doesn't really matter.
Just as long as we can map keys.
And also would have conditions "on key 'keycode' pressed/down" that would be wonderful.