Yeah, but I would guess you would be dealing with changing variables back and forth all withing one event. That can get pretty complicated.
The only other thing I could say is that picking with wait might be an issue, where the behavior should have none.
Well I would say the biggest difference is once you start the system wait you are committed to what ever actions are after it.
It was called Timer behavior. It just had the ability to set up individual timers for instances.
There's a third party plug or 2 that work similarly.
The most useful part being able to have a trigger/condition for when the timer ends.
Any plans to do a official wait behavior like the one David was working on in CC Ashley?
I would add this would also be very nice to use to solve some of the bunching issues with pathfinder.
I for one am quite sure my $4l7 doesn't stink.
Google has announced a new system for indexing all the smells of the world.
Just think of all the possibilities a plug could add for games!
When I was your age we had to walk our hotspots 5 miles in the snow.
And talk about collisions? Most of that was up hill.
Ashley sneaked in Sprite.BBoxBottom, Sprite.BBoxLeft, Sprite.BBoxRight, Sprite.BBoxTop at some point.
Those ate the offsets based on the bounding box, other wise you would use image points, or some trig.
Check the system expressions.
There's several ways to format the output to what you need.
Yeah, it would be great, but there's no way to track all the different urls.
Perhaps if Scirra were to provide some upload space, a repository at some point.
Well you're not going to get any kind of accuracy, but you could simply use the wait action set to wait x amount after the video triggers.
Third party?
Download from where?
Whats the point? (pun intended)
These are tiny values. Its really hard to see how they could be any use in game making.
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Yes, its pretty easy, then again, its pretty hard to screw up a time line.
Yep thats it.