- Sat 12 Jan 2019, 22:21
Lizard-13 wrote:the physics behavior now ignores the built-in forces, you'll have to use the physics forces or linear velocity
Linear velocity is what I needed, thank you!
Lizard-13 wrote:You'll have to flag it manually, in the event that start moving the player set a variable "bussy" = 1, and in the event that stop the player set "busy" back to 0. This variable will be useful for any event that set the player in a non-controllable state
I already had this variable for flip the player animation in the right direction during busy.
But I can't build your variable because there is no "Move to the left" action. The player control is automatic with the "PlatformerObject" Behavior?!
I have another thing that I've tried for maaany hours and maybe you can help very easily.
The first part of my level has this camera.Center the camera on player (limit : from -180;900 to 4900;700)(layer: , camera: )
If I walk into the second part, I'll start that. (I don't know why but it was the best result of all experiments)Do = player.Y(top) - 130 to Y position of camera (layer: )
So the player is not in the middle but lower.
Now I think it's better if I don't do it right now but slowly. I tried something with TimeDelta etc. but I do not know.. Cameras and all the coordinates confuse me completely. I've just started hundreds of previews to see what a change does.