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  1. Seed for grid based level

    Armelline
    by Armelline · October 2015
    (Quote)
  2. Seed for grid based level

    Socks
    by Socks · October 2015
    Lol, near enough ! And what alphabet are you using that has 62 characters !? (Image)
  3. Seed for grid based level

    Armelline
    by Armelline · October 2015
    possible to stick to a 9 character seed if you branched into special characters.
  4. Seed for grid based level

    Socks
    by Socks · October 2015
    I understand, I'm just saying that you'd need 81 characters (rather than 12) to represent all the possible combinations in a 2x2 grid (with 3 possible tiles for each position).
  5. Seed for grid based level

    Armelline
    by Armelline · October 2015
    I think you're misunderstanding what I'm proposing. Edit: I'm wrong. But you'd have 62 characters to play with, so you'd not be that much short :P
  6. Seed for grid based level

    Socks
    by Socks · October 2015
    You can also extract the overall possible combinations number I mentioned earlier (to tatiang) from this:
  7. Seed for grid based level

    Armelline
    by Armelline · October 2015
    (Quote)
  8. Seed for grid based level

    Socks
    by Socks · October 2015
    You'd be short by 55 letters ! (Image)
  9. Seed for grid based level

    Armelline
    by Armelline · October 2015
    108 seems excessive, you can create a seed very easily with 36 characters. If you're willing to do some leg work, that can be reduced down to a 9 character seed pretty easily.
  10. Speed up Platforms in Endless Runner

    dapion
    by dapion · October 2015
    If you start the game, run a timer. In this you have a global (integer) attribute (speed).
  11. Speed up Platforms in Endless Runner

    Sarahbush
    by Sarahbush · October 2015
    Hi there ! Can anyone help - I'm trying to speed up my platforms in an endless runner game (i watched both of Jamies Cs tutorials on endless runner) the one where you spawn the platforms..
  12. Bubbles moving bottom-to-top

    Socks
    by Socks · October 2015
    It doesn't sound like an ideal way of working, as a rule is made true, the action of making it true makes it false (through the spawning of an actor that makes it false).
  13. Bubbles moving bottom-to-top

    Socks
    by Socks · October 2015
    Why pass the information to an attribute, and then check that attribute (to see whether it is true or not) before spawning ? Maybe it's the way your game is set up and you need it to work this way, pe
  14. Bubbles moving bottom-to-top

    Paxton
    by Paxton · October 2015
    Not guessing, but that's what is happening - using that logic, it should work (theoretically) - and it does, but only for a while. Sometimes after 5s, sometimes after 20s, sometimes after 60s the bubb
  15. Bubbles moving bottom-to-top

    Socks
    by Socks · October 2015
    How does the bubble's starting position 'invalidate' the "if Y >= 200" rule ? And what does 'invalidate' mean in this context ?
  16. Bubbles moving bottom-to-top

    Paxton
    by Paxton · October 2015
    Regarding your file - I will look at that the minute I get home! Thank you for taking the time! (Image)
  17. Bubbles moving bottom-to-top

    Socks
    by Socks · October 2015
    So if would have never 'touched' Y=200, so if you have a condition looking for Y=200, it will never be triggered (no bubbles get spawned).
  18. Bubbles moving bottom-to-top

    Socks
    by Socks · October 2015
    Demo file attached, see if this works for you (it works as expected for me).
  19. Bubbles moving bottom-to-top

    Socks
    by Socks · October 2015
    This does work (from your description), you've probably just implemented it incorrectly.
  20. Bubbles moving bottom-to-top

    Paxton
    by Paxton · October 2015
    should move faster and faster. The trick is to make the vertical space between actors constant, even as their upwards speed increases with time.
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