mumu64's Recent Forum Activity

  • I can't stop playing Banjo Kazooie: Nuts and Bolts

    When the demo came out, I tried it and decided not to be interested in this game.

    Now, the game can be bought for a nice low price. I bought it for 10 euro.

    So if you liked the original one, you'll like this one, because a lot of sounds, music and characters have returned to play and act in this Nuts and Bolts-version.

    If you didn't like the original, perhaps you'll like this version, because it's not a "jumping platformer" anymore.

    The game shows the Banjo bear and says: now, 10 years later, you don't use those jump, double jump and pound-on-ground moves anymore. It's old fashioned.

    The game is based on using, editing or buidling cars/boats and helicopters from set pieces.

    Fun^_^

    <img src="http://www.mtv.com/shared/promoimages/games/banjo_kazooie_nuts_and_bolts/bear/500x365.jpg">

  • Thanks, interesting^^

  • Played it. It's good and fun. Missions can get boring though. Multiplayer should be checked out.

    From the developers of Saints Row, I believe.

    Spiderman: web of shadows is also sandboxy. Try that one out too^^

  • kodu and construct actually have a bit of history.

    many moons ago there was a great battle with an evil kodu ambassador.

    in the end it turned out he was just misunderstood.

    but I will place this link here in memory of those who lost their sanity during those trying times, lest we forget:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=3570&p=28131&hilit=kodu#p28131

    Thanks lucid, I've read most of the thread.

    Strange the topic got locked.

    It would be better, if there was an urge to lock the topic, to ask the topic starter: is it ok to close this topic, because <reason>?

  • http://fuse.microsoft.com/kodu/

    [quote:2lntiy8r]Kodu is a visual programming language made specifically for creating games. It is designed to

    be accessible for children and enjoyable for anyone.

    KEY FEATURES

    Kodu provides an end-to-end creative environment for designing, building, and playing your own new games.

    High-level language incorporates real-world primitives: collision, color, vision

    Runs on Xbox 360 and PC

    Interactive terrain editor

    Bridge and path builder

    Terrain editor - create worlds of arbitrary shape and size

    20 different characters with different abilities

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  • It's totally working

  • Oh, I see... you are filtering by Enemy, not Sprite.

    Set the collision condition to Sprite: on collision with Enemy. Or use the advanced overlapping, which can filter both.

    Wow, I didn't know that.

    I never thought it mattered which object (sprite or enemy) should be selected first to make a collision-condition...

    I will try that out tomorrow. Thanks.

  • Is the condition within the same event?

    yes

  • I believe this is another basic question from me.

    There are 4 sprites on a nearly white canvas.

    When the "enemy-sprite" collides with 1 sprite, I would like to see an animation playing on only that 1 sprite, where the collision happens.

    Everything is ok when I do:

    Enemy: on collision between Enemy and Sprite

    sprite: set animation to "dance"

    But when I add as a 2nd condition:

    Sprite: animation is not "dance"

    all 4 sprites change their animation and react to the collision, which only happens on 1 sprite.

    Confused me.

    Because I thought the conditions are as follows:

    • collision happening between red and sprite

    and

    • animation is not "dance"

    The other 3 sprites do not have any collision going on, so why do they react to this?

    Is this bug?

    Awaiting your reply.

  • Keep in mind that there may be situations where an object may look to be stationary, but it's really moving with a small velocity (say, .2 pixels per second). I think with the physics behaviour, (and correct me if I'm wrong) a situation where a previously moving object is completely stopped could be rare.

    Considering this, having a range of speeds that are considered as "stopped" (say, less than 1 pixel per second, greater than 0) may provide better results.

    Yeah, I noticed it!

    Thanks for the extra advice. Helpful again.

  • Thanks. Because of the custom movement example, I have found the velocity-option of the physics behaviour.

  • Compare it's total velocity to 0.

    Thanks. I made a new condition, clicked the object, went to the "physics" tab, but didn't find any conditions: empty tab. Went to System, chose "compare". Entered "<object's name>." and searched in the auto-completion-list for "velocity", but didn't find "Velocity" there either.

    So I don't know how where to find the total velocity to compare.

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mumu64

Member since 8 Feb, 2009

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