eli0s's Forum Posts

  • Perhaps use the canvas plugin and paste the layer into it. There is a way to invert/mirror the things that are pasted on canvas but I don't quite remember how. Do a search in the forums, use the terms "Canvas", "Reflection" and I think that you will find some relative posts.

  • Your link doesn't do anything on my system. It just opens a black screen. Can you post a capx so to have a closer look?

  • The particle object doesn't support individual particle rotations. That's for having to calculate less stuff. You can create your own particle system using sprites and behaviors like the Rotate behavior and the Fade behavior. Use the event system's actions to set random rotation speeds, random starting angles, random fading times etc. It will be more taxing on the CPU but you have much more control this way.

  • codah you mean the Grid plugin. While it's useful, it's not providing any visual help on irregular and/or non squared shaped setups. A snapping guide system would be ideal for all intents and purposes, but if pixel perfect alignments are not required then a simple drug & drop guideline system will do just fine.

  • Guides would be super helpful! I actually use sprites (shaped as thin lines) on a dedicated layer to build guide systems. Other times I import a full screen picture with the guides already drawn in it and use it as reference.

    I need guides to estimate and keep right proportions in my projects. You know, golden ratios, rule of thirds, fifths etc...

  • You are welcome!

  • You are welcome

  • Add an instance variable to the wheels (a text will do just fine) and name each wheel in a meaningful way (e.g. Front, Back).

    Use the compare instance variable condition to filter out each wheel and apply the desired actions.

    Your code should look like this:

    Every tick

    ---->Wheel | Variable = "Front" ====> Apply actions

    ---->Wheel | Variable = "Back" =====> Apply different actions

  • Take a look now

  • As LittleStain said, there are specific actions for the mouse object that do exactly that. Here is a capx.

  • warville , you are welcome! Please keep in mind that you do need to use the Glass webGL effect on a layer! Other than that, yes, it's pretty simple

  • If I understand you correctly, what you can do is to create an empty layer above your grid (lets name it "Ripples"), put the Glass webGL effect on that layer and use a sprite on the "Ripples" layer to push the effect through. The opacity of the sprite will affect how much of the effect will pass through.

    See the attached capx.

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  • Very nice stuff! Thanks for sharing GeometriX !

  • nickl ,

    You are welcome, I am glad I helped!

  • You can more effectively control what happens in your game by using variables. In your case, a variable that checks if the player has been hit or not can solve your problem. I've updated your capx, check it out.

    Also, as a side note, try to use the Tilled Background object for repeated textures, I've also changed the platforms and the ground in your capx.