lionz's Recent Forum Activity

  • I don't think so. Bound to layout doesn't mean bounce off layout.

  • This is what the behaviour does by default anyway, the Y velocity increases over time as the ball falls. Example gameplay might be have the ball drop at a steady speed which increases on every respawn? For that you set the velocity to say 100, then next time it respawns set velocity to 200 and you'll see a difference. If you are looking to do something specifically then please let me know but what you are describing is how the physics behaviour works.

  • The source image uses the memory. The size of the sprite object in the layout doesn't change anything.

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  • Well what are you trying to do, bounce it off the sides? Create a sprite border with physics behaviour to bounce off, don't use the edge of the layout.

  • I would just say player is overlapping object, and attack anim is playing, then play object breaking animation. It sounds like you've already done that here so I don't fully understand the problem.

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  • I don't understand the need for the text, you would just set choose(a,b,c,d,e,f) right? Or are you saying the values are unknown or change during the game?

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  • I liked how you used instance then said for instance, that confused me for a sec. Anyway...

    I would approach this by matching them up as follows. Doors have IDs, but don't pair them in that way.

    Door A, the ID is 0.

    Door B, the ID is 1.

    Lets say they work as A goes to B, B goes to A like portals.

    You have a variable on the door additional to ID, something like GoTo.

    Door A, ID=0, GoTo=1.

    Door B, ID=1, GoTo=0.

    When you overlap a door, you teleport to a door where door being overlapped.GoTo = door.ID.

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lionz

Member since 5 Aug, 2013

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