Jack de Wilde
Posts made by Jack8680
RE: Patrolling enemies.
@jiis the patrol behaviour doesn't play well with physics. I'd suggest maybe using the set velocity behaviour on a timer instead, something like this:
Basically, it multiplies horizontal velocity by -1 every second (or however long you want the patrol duration), but also switches when it collides with something on the left or right.
Colliding also runs the behaviour on for the Wait2, which has the effect of resetting the wait so you don't run into the issue where it bounces and then changes direction again right after.
You might want to use a tag in the collided behaviour so you can tag whatever objects should cause the enemy to bounce, or just get rid of it altogether.
The reason I put set velocity on a timer like this is so you don't have to worry about friction and air resistance slowing the enemy down.
I'm not great at explaining things so let me know if you need me to explain further. Here's a link to that project, behaviours are inside the red square object. http://bit.ly/2HLIM5e
RE: What would cause broadcast/receive message behaviors to fail?
@thecheater887 not sure if it's the same issue, but something that's gotten me before is if you run the broadcast before the receive behaviour is enabled it won't work.
So if your broadcast and receive are both enabled on the same frame (also happens with the first frame) you need to make sure they run in the right order, so the receive is enabled first.
RE: A standardised default scrolling system (not UI object)
@murtaza do you think importing and exporting behaviours as json be considered "code" by Apple? I have no idea how strict they are with that but there are apps that let you run python and stuff like that.
I still want a run code behaviour 😛
RE: Solidity doesn’t occur while offender is moving via “move”
@thecheater887 if you want it to (almost) not be affected by other physics objects you can set the mass really high.
@robinsonx I'm not completely sure, some uses would be loading custom profile pictures in multiplayer games, maybe texture packs (although I need to test performance), and it could be used for cool shader effects like a shimmer going across the image (restricted to pixel art though).
Maybe not the most useful thing, but much better performance than spawning an object for each pixel.
This has 64 different colours, but I might make a different one that uses a label of each colour to make the image so there's more possible colours.
RE: [Project Linked] Spawned Objects not behaving the same as parent
@thecheater887 interesting, it seems like the "else if" is bugged and doesn't run with the "if" in a spawned object. Connecting them both (while still keeping it an "else if") seems to be a workaround, like this: