alextro's Recent Forum Activity

  • Previous thread relate to the topic:

  • A special stage:

    pix_special

  • A Blessed month for all of you

    Reveal the picture in pix:

    pix_special

  • What are you up to? Boids ? Or something else? A picture will help people to understand the case.

  • In browser preview, the url can acces file directly by typing the filename and it's extension:

    Tag | "pick level"

    URL | level2.json

    And you can replace the url fieldname with a variable to pass a level name.

    Thanks matte for giving some clues so my project progressing flawlessly.

  • This is what I'm trying to say:

  • Uh I don't know what you want to do with local/web-storage as a condition to play a sound fx.

    Would be better if score occur after those Ninja destroyed (Ninja on destroyed >> add 1 to score). With your current condition the score will not store the value correctly especially when more Ninjas collide with a "color" box at the same time. Trust me I made some test!

    So you can safely placing sound fx & score after 'Ninja on destroyed'. But make sure set text to score after add 1 to score, or simply separate the text action under 'every tick' condition.

  • Was sub event placed after enemy destroyed? If that true then it is not the correct way to code.

  • as DaniellMesquita said, use drag and drop behavior. Then when the object overlap with a cake, do a checking whether it is on drop condition then set the action to drop. Additionally you can include pin behavior to attach the object to the cake as the cake move.

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  • Hi, I got it working so that the eggs stay a certain time delay behind the player.

    https://dl.dropboxusercontent.com/u/542 ... _time.capx

    I changed a few things to get it to work. First in addition to x and y I also save the time. This is so I can find the saved position just before and after a certain time. If the first egg would is half a second behind the player then I would find the positions closest to time-0.5. After that I can then interpolate between the positions with lerp. The send thing I change from the original is add to the front of the array instead of the back so I could trim off the excess with a set size.

    Oh it just like replay system to me, a shadow copy. Excellent!

  • Good and quick explanation I found the solution by reading your response to this topic. Thanks for that.

  • The simplest way to get you want is just use save option. Each time player make a change, system will trigger saving action into an iteration name like "save1", "save2", etc, adding 1 into a variable value. To move back & forth between changes, my undo-redo example did that exactly. You just need to replace the x or y value into save slot then load them when needed.

    So make sure you make entire save-trigger system record every changes made by player and only at certain condition such as ' isn't touching object, trigger once'.

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alextro

Member since 22 Feb, 2012

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