Defying gravity without unchecking "Movable"
TwilightHunter
Member Posts: 146
Hey fellas! I'm back with another question. I have a side scrolling game going here, I'm now fooling with the Joystick that I made from using the tutorial by CodeMonkey. Now here's the problem, the gravity in the room is set to... Let's say 500 or 1000 whatever, I put the joystick in there and it just falls like a regular actor, and when I uncheck Movable in the actor, It follows my clicks on the joystick base, But does not return to the center of the base when unclicked. How would I have the thumb button not fall from gravity without unchecking movable?
Hope that made sense!
Thanks in advance :P
Hope that made sense!
Thanks in advance :P
Comments
That's what I have going on, but it's having a spazz attack about staying still. I'll mess around with it some more,
Thanks!
If SnapTo is false:
Constrain attribute Self.Position.X to BaseX+min...(Not going to wright it)
Constrain Attribute Self.Position.Y to BaseY+min... etc
Otherwise:
Constrain Attribute Self.Position.X to BaseX
Constrain attribute Self.Position.Y to BaseY
But after the first time you click it and then release. it never moves again.
But when I change those to Touches Pressed and Touches Released it doesn't work.