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
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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.
Jigsaw example from me: dropbox.com/s/g18npbnjapwpeeb/jigsaw_puzzle_ani.capx
It's unavoidable that you need to associate the sprite to array by their ID or instance variable.
Learn how to build things natively Will give you some insight how things work under the hood and more straight forward approach with extra effort.
Member since 22 Feb, 2012