Give them a push: dropbox.com/s/4tjnro8xiy4j6tm/sesame_instance.capx
or
Pushing away from obstacle example: dropbox.com/s/elew687p4kdy9of/Avoid_Obstacles_PUSH.capx
List first available instances (frame for example) appeared in a layout. Then recycle the frame taken for each instance according to the list.
Here a swap frame cycle example:
dropbox.com/scl/fi/qd860nx9d8gm887ou5ue0/random_swap-instances.capx
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Not quite directly but possible based on index of Family ObjectTypeName:
dropbox.com/scl/fi/7kxctgsdlp8nvh46xdev8/Loop_through_family.c3p
My attempt on branching pathfinding, not very clean though: https://drive.google.com/file/d/1NQWBtVzhCaVIa5cpE0r-djpOEduG2WEm/view?usp=sharing
My attempt on branching pathfinding, not very clean though:
https://drive.google.com/file/d/1NQWBtVzhCaVIa5cpE0r-djpOEduG2WEm/view?usp=sharing
Alternatively You can create grid movement via even sheet:
dropbox.com/preview/Public/4%20direction%20press%20touch.capx
Old attempt for swing-hook mechanics:
dropbox.com/s/aovz841jd5k85os/swing_slide.capx
this one attached physics simulation:
dropbox.com/s/rh30yc2lh0iciy3/hook_chain.capx
An example: dropbox.com/s/vh3n39sk8z2dhrl/LevelSaveMenu.capx
I am sure the contributor was fedca .
Simple just sum array values where we stored retrieved stars for each level. In my example I put them in array y index 2, but I put them in reverse which 0 equal to 3 stars, 1 equal to 2 stars and 2 to 1 star.
I have an example that using array for that kind level progression:
dropbox.com/s/vh3n39sk8z2dhrl/LevelSaveMenu.capx
Probably by duplicating similar events & replace the object one by one or just put them into a sprite object. Both has their own hassle steps but won't stop us, will we?
Put them in different animation names under same object sprite. That's the easy way.
Member since 22 Feb, 2012