winkr7's Recent Forum Activity

  • Yes, you just need to attach (via, pin or parent/child) a text object to the 3d object and put the text at the top of the layers (probably a layer that doesn't scale with zoom if you use scale features on other layers) so it shows. If you are thinking of using a 3d object for pixel type text that is more complicated, I am not sure if you can angle the faces to make sure it is always facing the camera.

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    winkr7

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  • Perhaps the turrets fire event is what you want? When it fires have it move toward the target and not create a bullet for it?

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    winkr7

  • Give your mobs the "Move To" behavior. Have them move to a location away from the hunter. Start by just having them run to a place with a bigger X value if their x value is already bigger than the hunter, or smaller if x is already smaller than the hunter. You can get more complicated once that works.

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    winkr7

  • Search inventory in the tutorials.

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    winkr7

  • You have two families? Are all objects in both families, workers and components. Are you creating a worker that is not in both families?

  • Create an empty project and save it. See how big it is. This will give you an idea of the overhead. 1 or 2 megabytes is nothing these days.

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    winkr7

  • ROJOhound;

    I think your approximation to buoyancy works quite well. The four internal points is a very clever and it is short and simple and not hard to fit into my game.

    Thanks again.

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    winkr7

  • You might check that persist and no save are set the same for parent and child. If it is set for one and not the other there may be a conflict.

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    winkr7

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  • Thanks ROJOhound;

    I will take a look.

  • Hello all;

    I am using the physics model and I want to know if anyone has tried to do floating objects. If I assume the water surface is a line and I have a physics object that over laps that line then some of it is out of the water. I want to calculate the area of the sprite that is below water level to get how much upward force to apply. Just an approximation would be good as a start. I can do it for a sphere, but an polygon is a little complicated--especially if I try to consider center of buoyancy vs center of mass. Has anyone tried to do something similar?

    thanks for your time.

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    winkr7

  • Put the collision points slightly inside the sprite instead of at the edge. If you are using circular collision you can overlay a second sprite that is just the graphic and has no physics.

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    winkr7

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winkr7

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