razrad's Recent Forum Activity

  • What do you want to do by using platform behavior? Do the runner need to jump or else?

    without jump) just uncontrolled movement on the earth

  • So they are end up stacked behind the finish, right? Sure runner can gain speed again by using lerp from 0 to max.

    Done.

    Please download again from previous link, it's updated.

    Yes. That's what I mean. But how to do it with platform behavior?

  • This is what you mean correct?

    https://dl.dropboxusercontent.com/u/65999526/bump-stop.capx bump-stop.capx

    No. After bump runner should not to stop forever. Need to realize "solid" type without this behavior. And need to use manipulation with speed. dropbox.com/s/0oe9ak5fhzi9odz/20.capx Objects shouldn't pass through the finish and their copies. But with collision object on the right will continue moving.

  • I didn't understand. Try to reformulate your question, please.

    need to realize collision with speed less to 0 (as solid type). Realize solid without solid:) for copies.

  • There are many copies of one object (platform) with different speed. They moves on the one road and has one direction. When first "catch the back" of second copy, first copy will lose speed (to 0), and if this condition is not true, speed of this copy will return. And, of course, standing in front copy will not lose speed.

    P.S. Sorry for english

  • So i make smash game,where u click to kill it

    then,there's enemy which being overlapping with each other,when i click it,it kill both.

    how to make it kill enemy at the above one first instead killing both enemy?

    Ok. Enemy = sprite. Add additional object (sprite2) and global variable (number) "clicker".

    1)Mouse=>On left button clicked on Sprite=>(System) Set clicker to sprite.IID , Create object Sprite2 on layer ... at (mouse.X, mouse.Y)

    2)((Sprite2=>On collision with Sprite) and (System=>clicker = Sprite.IID)) => Sprite destroy and Sprite2 destroy

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  • give the sourse file

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razrad

Member since 17 Mar, 2016

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