ThatOneBirb
I looked into it and I noticed the text disappearing when naming. To fix this first stop the player input from setting its opacity to 0 at start of layout. Then you just have to append text to your "NamingA" text input object when you are appending text to your "Player_Input" Sprite Font.
You could make one event sheet manage both layouts, so you can easily store and reference the data for each person.
FizzyDrinks
i tried, but it doesnt work neither
Ok, can you give more context into what you are trying to do? Because from what it sounds like in your first post, the pathfind behavior will work.
[EDIT]:
I just looked at the game and I now understand your problem. The best thing I think to do is use the pathfind behavior and make the enemies move a little slower.
brentbj
Ok, so I looked through your project and what you will have to do is Pin the hitbox to an image point on the pick in your swinging animation.
Ok, so I ended up doing it a lazy way. I pinned a long sprite to the end of the player and did a raycast to the end of that sprite. While this does work, I dont want to have to do this for multiple angles. There is probably a better way to do this using fancy math though.
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You could maybe use the 'Tween' or 'Move To' behavior to make it move between them or you could use the 'Pathfind' behavior for it. As for knowing when the player is close, you could compare the distance between them.
You could try using the pathfind behavior.
Maybe you could try to compare the X position of each text and if it equals a certain number then you would know that the right word is in the right spot?
Im trying to cast a ray from the direction the player is looking but like slightly to the left or right. But I cant raycast from the player at an angle. So I have to tell it the position to raycast to. Is there a way to get that position based on an angle?
Oh, ok. It does seem to stop the bounce when jumping straight at the other planet, but when jumping and moving it doesnt.
[EDIT]
I just added platform: set vector X to 0, and that seems to have fixed it.
InDWrekt
Wow, that actually works really well. Is there any way to stop the bounce when switching gravity to a new planet? If not then thats ok, this is farther than I ever got, and with less events too!
just an idea but maybe on planet creation you could pick all others instances and check if distance is odd or not ? If it's not odd, move the planet 1 pixel away or sthing like this ?
Im not exactly sure what you mean by this.
Ok, so Ive made some changes to the original and I think it works better, but it still acts kinda weird.
https://drive.google.com/file/d/12NVFHVP8-ovepy8CefEdjZhPevZLBx1H/view?usp=sharing
That is a great idea, but I found that the gravity direction breaks when you are in the middle of two planets. I think it has to do with when the other planet 'catches' you. When that happens there is a slight bounce away from the planet before you fall to it. While your example did work with the two placed there, when I tried to rearrange them to test it this happened.
What Im trying to do is set the gravity angle of the platformer behavior to the nearest object. Kinda like a planet. So you could jump from one 'planet' to another and the gravity would switch to that one.