Add "is shaking" as a new condition for Scroll To Behaviour
Sometimes you want to trigger shake many times from the logic but doing it only if the previous shake ended. Like we have with tweens or other behaviours. Thanks!
Hey Scirra! The Idea is to make an ability to save behaviours as presets and to use them for different objects and different projects by selecting it from the presets bar. Would be good to copy/paste selected behaviours from one object to another....
Behavior that makes only the variables of a sprite Globals
The same as the behavior Persist but that works only for the variables of the sprite and not on it's position and scale. This may help with updates for games: Example: You have an upgrade system for your game with a menu and some sprites pinned to...
This is a simple one: Let us add tags to the MoveTo behavior, so that we can easily detect when a specific MoveTo action has completed. This would be useful in situations in which the same object might have several MoveTo actions depending on the ...
Current, the Platform Condition 'Is by wall' the Side method is only left or right. I hope to add 'both' to another way, i can test 2 sides at the same time. I don't need to use 'Or' to add 2 conditions. Platform has wall to LeftOR Platform has wa...
Allow Particle objects to interact with other objects (collisions/physics)
I tried using a sprite and a family of sprites as particle object but it didnt work. I tried to let particles fall on a sprite with the Solid behavior or let them slide down slopes etc. It would be very nice if you could physics/collisions for par...
Alexander Spielvogel
about 2 years ago
in Behaviors
0
So if I have a number of Sprites (equals) and make each of them spawn another object like a particle, on start of layout, each sprite will spawn it's own particle, but if I add an action for the particles to be Pinned to the object of origin, the ...
I would like to request an action for 8Direction behavior. If I add this behavior to a sprite, in the Properties bar I can find "Directions" parameter, and I can choose one from those 4 types. I would like to be able to change them in the event sy...
Currently, Turrets measure the distance based on object origin. But if we have a large target and small range (i.e. the range is smaller than the distance from the target's edge to the taget's origin), the object has to overlap the target to reach...
It would be nice if we could check in the Platformer Behavior if there's a wall with an offset, so we can be a little more forgiving when implementing wall jumps.