Attributes for Bee in Flutterby

butterbeanbutterbean Member Posts: 4,315
edited November -1 in Working with GS (Mac)
Does anyone have the attributes or idea on rules for the main character in Flutterby? I'm working on it as we speak, but just wanted to see if perhaps this was available?

Comments

  • butterbeanbutterbean Member Posts: 4,315
    Nope! Completely different concept, just the main character I wanted to use the similar attributes :)

    I would assume that everyone being courteous on here wouldn't try to mimic anyone's ideas, at least that's what I would hope!
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Of all the things, the 'bee' is the main character??? :)

    what are you trying to make?
  • butterbeanbutterbean Member Posts: 4,315
    I must have had "Bee on the brain", I meant I wanted the attributes for the Butterfly! :)
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    What do you want from the butterfly? there are 2 modes of movement now.
    And also:
    Invincibility after hit or end of game
    Some slowdown when covered in pollen
  • butterbeanbutterbean Member Posts: 4,315
    Butterfly movement and animation when tapping screen and accelerometer functions of Butterfly, basically the movement of Butterfly in tilting screen and tapping screen to flap wings :)
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Left Movement:
    Rule: When Attribute game.Accelerometer.Y < -0.05
    --Move: Direction:180, Speed: -120*game.Accelerometer.Y + 40 Additive

    Right Movement:
    Rule: When Attribute game.Accelerometer.Y > 0.05
    --Move: Direction 0, Speed: 120*game.Accelerometer.Y + 40 Additive

    "Gravity":
    Move: Direction: 270, Speed: 40+self.speedPollen*5 (speedPollen is 0 or 1 depending on if it is covered by pollen. set and unset by other rules) Additive

    "Fly up: look for touches"
    Rule: When mouse button down
    --Change Attribute: self.ContinueFlap = true
    --Rule: if Attribute: self.TapNumber = 0
    ----Change Attribute: self.TapNumber = 2
    Otherwise:
    --Rule: IF Attribute: self.TapNumber = 0
    --Timer: After .4 seconds
    ----self.ContinueFlap = false

    Actual Move Up to Fly
    Rule: When Attribute: self.TapNumber ≥ 1 OR Attribute: self.ContinueFlap = true
    --Move: Direction 90, Speed 110 Additive
    --Change Attribute: self.SlowDown = 10
    --Timer: Every .15 seconds
    ----Change Attribute: self.TapNumber = max(0,self.TapNumber -1)
    Otherwise:
    --Rule: When Attribute: self.SlowDown > 0
    ----Move: Direction 90, Additive, Speed: 110 - 110*(10-self.SlowDown)/10
    ----Timer: Every .06 seconds
    ------Change Attribute: self.SlowDown = self.SlowDown -1

    On the actor that only contains the image and follows the position of the collision actor.
    "Flapping"
    Rule: If Attribute: self.Position.X < 40 OR Attribute: game.isFlapping is true
    -- Animate: (The flapping)
    Otherwise: Change Image: Non-flapping image.
  • butterbeanbutterbean Member Posts: 4,315
    Thanks Codemonkey! ;) this is why gamesalad is the best program! Not only us the software user friendly but the moderators are so helpful!
  • butterbeanbutterbean Member Posts: 4,315
    Is self.continue flap a boolean attribute you created?

    Also, Self.TapNumber, is this another boolean attribute created or is this under the expression editor under devices, touches and selecting the number of touches?
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