alextro's Recent Forum Activity

  • 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.

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  • 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.

  • 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'.

  • Just solved it. Hurray a time machine

    undo-redo_block.capx

    warning: no array get involved

    Undo-redo feature is common mechanic in various puzzle game. The example showing how block movement can be undo or redo. The concept is very simple; Each time player drag the block to a new position, the information are stored into dedicated separate text object by append x and y value.

    When the player need to cancel or recall last position, the system just need to iterate using tokenat. Even the system updated in the middle of interfere. I had this solution around my head, but just actuate it just now.

  • Depend on subject you want to master. I recommend to open this How do I FAQ section so You can learn off specific subject that came with example.

    When You advancing into more challenging aspect came from the project You working on, make use of expressions came naturally. Such as sorting object that need to be picked at certain condition or adjusting window to dynamically fit moving enemies.

alextro's avatar

alextro

Member since 22 Feb, 2012

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