Top ten picks
Done some workaround of your file. Not as smooth as you may expect, due to obstacle pattern concern.
https://dl.dropboxusercontent.com/u/659 ... e_rev.capx
I was able to make the segments follow correctly, but it will not be suits the game you want to achieve.
Me too. I made prototype platformer that utilize wall slide, wall jump, analog, anticipate & tolerance jump. I think we share the commons thing here.
Responsive and intuitive control is all the way.
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Ah my guess was right. You didn't made axis locking too strictly to give player some flexibility. I love clever control & subtle mechanic behind it.
Nice game mechanic, makes me want to invent new puzzle game. I noticed that when starting to sliding into one axis then decided to drag to another axis, the active sliding axis change to that one. Is it extra feature ?
You mean the straw like segment or the rounded one? The basic idea is to utilize spawning "dots" as head's traces.
Kinda working with simple approach and without pin behaviour. You can modify the rest to match your needs
source file: https://dl.dropboxusercontent.com/u/659 ... snake.capx
FUnny enough, seems I found near correct equation for rope pin movement:
https://dl.dropboxusercontent.com/u/659 ... _rope.capx
Still not perfect needs some work though.
Due to inaccurate picking condition in previous version, the required state was not trigger properly.
Fixed the problem even it runs at solid 60 fps at slowest machine (my netbook).
Tetriser
Report again if you still found a bug
Sure I am glad if I can provide a solution.
korbaach Thanks!
Please re-download again the link, not much change just forgot to include a variable as condition at event 13. There were a chance in previous version that after user connecting blocks then make tapping fast repeatedly, the blocks won't fall. Now it fixed
The wait is over. As promised here the source for line matching:
swap_line.capx
Working perfect with canceling route feature & scoring system. All under 50 events!
Member since 22 Feb, 2012