This is the code that would be inside the specific object that loads the Save and Spawns the Player Object:
Depending on the Save value (1,2 or 3) it will spawn the respective Character Object.
On each of the Character objects, you will be able t…
Hi, here some shop and character select examples from @JR 01
Live Shop example:
Shop example (What I described above):
Open the games and check the logic behind them.
That approach would work to have as many different animations as you would like.
But if you wish to have more than 2 characters, the simplest approach can not be the most effective.
You could also try to have different objects for each Different c…
Hi, add this piece of code to the "Death Barrier" object.
Raycast Lenght: 400. Type: "Player" or "Any Type"
On the timer:
Delay: 0. Check Repeat Forever.
It will start moving once the player is in front of it. When their X coordinat…
Hey, don't forget to @ me, so I don't miss it.
Hmmm, in one of my upcoming games, there is a slow-down time mechanic, and it didn't turn out messy.
Here's my suggestion:
Instead of sending a message to every object you want to slow down, you could…
Hi, as always, there are many ways to do this.
I would suggest the approach where you can change the player animations to look like they are playing with a different character.
Let's say, you want to have 2 different playable characters.
So, you …
Since you messaged me the link, I will leave the solution here, just in case if anyone else has the same question.
You need to stop the velocity force whenever you let go of the key.
Connect the "up" from the Keyboard to the "in" from the number …
When the slow-motion event starts, change the speed of all objects you want to slow down, then change their velocity back again.
This way you can have better control over which objects are slower/faster.
Hey, just wondering, does a 1 Frame Timer make that big of a difference?
Whenever I use level generation (random or not), I also implement a fade-out/transition object to hide the process. Does that help?
Hi, I actually recently worked on a random Dungeon Generator! However, I can't show the final results yet.
Here's a gif that "shows" the logic behind it:
@TinkerSmith you can access Global variables from the Expression blocks if you connect…
The Merch Giveaway contest ended! Thanks to everyone who participated!
Congrats to @JR 01 and Sp011!
JR01 best time: 02:50
Sp011 best time: 02:39
Sounds great! Feel free to use my example. Only request I have is for you to leave a link to the forum discussion so people can read the instructions
Hi @TinkerSmith ,
Here's a few things you can do:
Reduce the friction of both ramps to 0, it will make the player slide much smoothly.
The player should use a Circle Collision Shape not a Polygon (Like your screenshot).
Hey @lordkitten , I plan on creating an example (with bundles) for Wall Jumping like this example, but I haven't found the time yet.
I explained the logic on how I would do it and how I did it in "Stacey" here:
Hey @lordkitten , you forgot to change the "Raycast" Object Type to your "ground" object.
If you read the post, you will find the instructions.
Start reading from: "Here's how to add the Double Jump Bundle to your game".
Oh and by the way, don't…