Shhh, nobody mention inverse kinematics.
Line of Sights "Cast a ray" can return the reflection angle if its intersected.
However the behavior doesn't seem to be able to cast multiple rays in the same tick, so my idea wont work.
No idea how to go about it otherwise. We just don't have great methods to deal with solid outside of the official behaviors for non coders, and I think even for those that code.
It is a black box.
Line of Sight has Raycasting.
dropbox.com/s/2jw2ldko78dt4hz/pushit.c3p
Its either add extra blank frames to the default Sprite object, or use the offset texture feature of Tiled Bg.
I would also point out that ram should be taken into consideration.
In other words many animations is not what is considered best practice.
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Um, you could use Touch's AngleAt(index)
You might need to make sure that the speed (SpeedAt(index)) is greater than zero. Otherwise there is no angle.
Otherwise just subtract 180 from the angle(x1,y1,x2,y2)
Yeah that can happen on games based on ticks.
You have to make sure objects can only go so fast, and obstacles are not too small.
Then be sure everything is using delta time(dt).
Not sure what you mean. There's only one way to set those.
I'd say try the "Guess Polygon Shape", but it doesn't seem to work as well as it used to.
Then there's no way to import either.
Right click apply to whole animation I believe.
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You really shouldn't use platform as solid. It's like adding two fade behaviors, eventually one will cancel out the other.
You could try pinning a separate solid object to each platform object.
Nope. Solid is solid.
The closest workaround would be a tilemap with the solid behavior as an outer collision detector.
Then you could pin objects as boundaries in the same manner.