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Martin Ortiz

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Viewing 12 posts - 1 through 12 (of 12 total)
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  • May 20, 2018 at 3:55 pm #184021

    Ok, I think I see the issue, only objects derived from “Element” get grabbed from sks file and added into scene. Emitters are not derived from “Element”.

  • May 20, 2018 at 2:25 pm #184020

    Argh, I checked and AddReferenceFromFile had a blank space in front of it, but when I fixed that, it still did not work….


  • May 16, 2018 at 5:58 pm #183915

    ok…it seems to work now…don’t know what I did…

  • May 15, 2018 at 5:31 pm #183879

    Hmm, didn’t do what I thought it would….

    After panning left or right, I thought resetting the camera would reset the scene.

    What I want to do is when the user pans left or right, if they want to, to reset the scene to the start position.

    I tried with camera, I also tried RemovePan….couldn’t get either to do what I want.

  • May 15, 2018 at 3:47 pm #183874

    ok, thanks

  • May 7, 2018 at 2:22 pm #183681

    Puzzle_001 is puzzle piece #1
    Puzzle_002 is puzzle piece #2
    etc…up to
    Puzzle_00N is puzzle piece #N

    So right now, I have it set up per puzzle piece, is there a more efficient way to do it en-mass? (that is, turn listeners on/off en-mass)

  • May 7, 2018 at 2:19 pm #183677

    I create “variable”

    I want to use it to turn on/off puzzle listener as needed

    #1 in image does not work

    #2 works for YES or NO, but of course, now it’s “hard-coded”

  • May 7, 2018 at 2:00 pm #183676

    Yes, I am wondering if I set it up right….

    For my puzzle, I AnimateNodeToSlot, to gather puzzle pieces together closer to the actual puzzle. (that is, puzzle pieces far away are too annoying to drag, when just one click will bring them all in, closer to puzzle.)

    But guess what? 🙂

    If a puzzle is animated/dragged to slot, if it happens to “fly over” the spot in puzzle it belongs, it gets captured! Like it was placed there by user.

    Thus, during this process, I would need to turn off the puzzle listeners, do the AnimateNodeToSlot, then turn on the puzzle listners again.
    (more in next post)

  • May 5, 2018 at 2:26 pm #183642

    OK thanks

  • May 4, 2018 at 7:53 am #183595

    Emootters can chew up a lot of CPU time, so I’m wondering if even when it’s hidden, is it still consuming a lot up CPU time?

  • May 3, 2018 at 3:10 pm #183567

    If it’s hidden is it still “on”? (and still using CPU time?)

  • May 7, 2018 at 3:42 pm #183684

    The reason why I switched to individual, is that I also set a property on a node that is placed into puzzle to false. (custom property)

    I do this so that these nodes can get skipped, I had to add a line of code into page where the AnimateNodeToSlot is done, to skip “invalid” puzzle piece sprites.
    (that is, puzzle pieces that are done)

Viewing 12 posts - 1 through 12 (of 12 total)

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