A trace behavior sounds like a good idea.
Nope.
That is raycasting, specifically.
You should really get a deeper understanding of how the ray casting plug works before you continue.
I believe game license would be for a special case where you are allowed to make more than one product from the files.
Like if you were to make Angry Birds into Angry Zombies with both being commercially viable.
There are some restrictions however.
I would guess by snapping to a grid.
Is mirrored
->trigger once
-->set ray angle to 225
else
-->set ray angle to 315
Im still not worried about finding the point where the ray meets the viewport.
It does nothing for game play, and has no negative impact.
It depends on the purchase. Usually you're allowed one game per commercial license.
Obviously you would also need a license from Scirra if you plan on editing using the C2 editor.
All purchases have their own license.
If you use separate sprites, and put each sprite on its own layout, the C2 engine will only load one at a time. The WebGL texture memory is explicitly released by the engine - GC does not play a part.
If you use separate sprites, and put each sprite on its own layout, the C2 engine will only load one at a time.
The WebGL texture memory is explicitly released by the engine - GC does not play a part.
Or, just go to the next layout. lol
Well if you aren't worried about load time hang then you could just load via url and have all the textures as project files.
Ajax would add asynchronous calls so that you don't have "dead air".
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https://dl.dropboxusercontent.com/u/666 ... anaC2.capx
The zoom would be based on the distance to either the top or the bottom, and would work pretty much the same clamp(lerp()).
Member since 12 Nov, 2008