I'm using drag/drop to control a character in a game I'm making, but unfortunately it allows for solid objects to be dragged through each other, and I can't hav...
I've got a water level with a buoy in it. When the player jumps on the buoy, I'd like it to smoothly sink down about 90 pixels and then stop so the player can j...
Below is a link to a demo of a combat game that utilizes a simple combat AI from combining a state machine with move to behavior and distance. I have also creat...
So I have this enemy which I want to go quite fast. Now I've put the turning speed on it quite low so it's not super hard to dodge, and what I'd like it to do i...
I am completely stumped. All I want is to be able to use a targeting system like unto Kingdom Hearts, where the game automatically picks the nearest target (pro...
I want to have an object to follow the path of the player. Currently I have a move to which I add a waypoint every 0.1 to which works, but the movement is prett...
Okay. I've seen a few different workarounds for homing behavior, but none are what I need. The player object spawns 10 homing "missiles" (objects with bullet be...
So, I'm using moveTo with pathfind(direct) to move an enemy, there are no obstacles, but instead of moving in a straight line, the path is in "L" shape all the...
I just noticed that when a sprite with move-to behavior is initialized with a negative speed number -- it moves away from the a move-to target. However, when ma...
I'm experimenting with MoveTo and Timelines for a few Cutscenes, but I am stuck! I have a Sprite that requires MoveTo.MovingAngle to direct it's animation to fa...