I have a pretty good knowledge of Flowlab. If your stuck on something or need some help, I may be able to assist. If you get the chance, try out my game Drive Nero! It's a complete game and you may be able to find it in the Google Play store! The game is made on Flowlab and you could find the link to it in my discussions!
~Could you still post the link of the game for further investigation~
Now there is multiple ways I can think of to pull this off.
Since there is no rope or anchors in Flowlab, you would need to fully control the player in the grapple.
That code is for any direction, not 4 directions.
I have both of those in my Chase Example.
In this example, the player has 4 directional movement and the enemy has all directional movement.
I basically put all the inputs going into X Velocity also into "Set" of the number blocked named "Last X".
I did this for Y Velocity too to "Last Y".
I also completely un-attached and moved the small set of behaviors for it to "Freeze"…
This ones pretty easy and useful
Its basically lets you control more of the objects settings. Each input uses a 0 to 100 scale that updates the object settings.
The object will reset its settings if the level is loaded/reloaded. But any inputs ch…
I just made an Ease Graphing Calculator if Anyone is interested to see more of how they work.
Hope it comes in handy for everyone, this is one tool I will come back to myself like my RGB test to find results for other games I make.
The game has 3 l…
Yes, there is a "from" and "to" input you have to input for the behavior to start (doesn't have to be at the same time).
Its like a start and end, Just put in a number for the from and a number for the to. Then it outputs all numbers be…
If I had to guess what Bounce and elastic looks like on a graph, this would probably what it would look like.
(Not exactly my guess, I'll try to Photoshop a graph I actually think later. This is close enough im…
Ease outputs all ranges of the number from beginning to end within a set time.
The function does what the number is set with as it outputs the ranges.
Think of it like the beginning and end of a graph.
I just made a super quick example and I have t…
I have more platform examples in my other 2 kinematic examples.
I'll make a smooth up and down later.
Set all the inputs for the velocity into 2 other number blocks (one for X and other for Y).
This will be the last direction the object was heading. Freeze them, then animation output to the input of these blocks.
After collision, use a random block.
Use a filter for each number the random block.
(if you set it to 1 and 5, then it will output randomly from 1, 2, 3, 4, 5)
The filter will see its the number and then give that item.
It disables all physics, basically its like it doesn't exist but you can see it.
You can't move it or interact with it in any way.
This is great for doors or destruct-able objects that you dont want to Destroy, but be able turn on and off.
Also another thing to know about extractors,
- Extracting other objects in different levels doesnt work.
This is because every new object has a different name, this goes for different levels.
So the player on one level is different from a player on…
Forward velocity is based on the objects rotation, so it would still rotate.
That example is to show that you can shoot in any direction without rotating.
The only way to move 1 object without rotating, is to use the X and Y instead of forward.
Nope @The Kodex,
It doesn't take or steal any values, it copies the value from that object at that moment.
So if you extract an enemy's X, it will output where the enemy is on the X axis.
But if the enemy moves and then you extract it, you'll outp…
- You can rotate the raycast in any direction, but they do not rotate with the object.
*For raycasts to turn with the object, its rotation needs to be updated.
- The Line is only view-able when you edit the behavior
- Its not On or Off, its whene…
Use my chase example to use proximity like a switch and use that other example to move. Why mine is smoother is because the hitbox is always pointed at the player. The bat is on top without rotating.
And I mean as x and y separately for you dont u…
Add a timer for after getting hit. If you get hit again, reset and start the timer to restart it.
After that amount of time, have another timer that heals +1 set to repeat forever.
If the bar is full or if you get hit again, reset both timers and st…
If you want the camera to fallow the player where ever it goes,
you could also turn off the autoscroll and set the camera values.
You can see this in this example, look for the bundle called "camera" in the player.
My chase example is how enemies move in all directions without rotating the object.
You can still do this with one object but would need to use the x and y independently.
You can find a chase example like that in the help …