mlafta do you mean the subjects gone off course or of course you can do it ... if so how? it needs to be a repeated looped movment not just a random bounce...
There are a couple of ways to get it done, but a quick way would be to use interpolate. Interpolate to the first x,y position at the top, then to the next x,y below and so on and so on. Then you could change the speed of the actor by changing the time it takes to interpolate.
Make a text attribute called Left. Leave it empty
Then either make 2 new actors, or use another actor and make a couple of instances of it and get rid of the rules and such that are associated with it. Then put one on the right side of the screen, at the point you want the ball to go the other direction, and one to the left side of the screen.
Inside the left one make a rule that says
If actor overlaps (your ball actor)
Change attribute (Left) to (leave the box blank)
In the actor to the right side of the screen make a rule that says
If actor overlaps (your ball actor) change attribute (Left) to Yes
put all the interpolates that move the ball right into a new rule that says:
If Attribute (Left) IS
And you leave that box blank,
Then put all your other interpolates that will be moving left into a rule that says
think if you search 'trig' in GS creator you will be able to double click Orbz's awesome trigs template showing various movements 'done the right way' : ie using math. I think the sun one could be modified best to create the effect you want.
Interpolating in this way shouldn't have much of an effect on RAM usage, so long as there aren't a ton of other things going on at the same time. The interpolations occur one after another. You should be able to get a decent effect, meaning not super jagged, by playing around with timing and easing. It would definitely be better to use math though. If you could make it work that route, I'd go for it.
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cheers
Make a text attribute called Left. Leave it empty
Then either make 2 new actors, or use another actor and make a couple of instances of it and get rid of the rules and such that are associated with it. Then put one on the right side of the screen, at the point you want the ball to go the other direction, and one to the left side of the screen.
Inside the left one make a rule that says
If actor overlaps (your ball actor)
Change attribute (Left) to (leave the box blank)
In the actor to the right side of the screen make a rule that says
If actor overlaps (your ball actor)
change attribute (Left) to Yes
put all the interpolates that move the ball right into a new rule that says:
If Attribute (Left) IS
And you leave that box blank,
Then put all your other interpolates that will be moving left into a rule that says
If Attribute (Left) IS Yes
just a quick one ... would this give the ball a smooth curved transion between high and low points or a spikey up and down transion ?
also would this work on IOS becuase ive heard some people say interpolate uses allot of memory ?
regards
any idea if this way of moving objects is heavy on memory or do computers love this sort of thing?
im gona have a play around with it tommorow and see if i can achive the bouncing ball effect
thanks !