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    •  
      CommentAuthorBioManiac R2 (Moderator)
    • CommentTimeJan 20th 2011
     
    ... Ranthowis im not quite sure by what you mean by many of your requests such as:
    Registered --> Registered :S ??

    and some of them don't even seam logical to be honest,
    such as:
    Boolean --> Entity - doable with IFs ?
    Entity --> Boolean - what purpose would this serve ?
    String --> Boolean - already doable with IFs ?
    Boolean --> Number - virtually irrelevant + already doable with IFs ?

    the entity -> number im pretty sure can already be done with the "getEntity#ID API" not sure tho if that's what you want :/

    the only one i understand would probably be number -> entity, this probably would be useful,
    the ability to select an entity and assign it to say EntityReg#0 based on a co-responding NumberReg# ... doable idk, but useful probably
    at least this is what i think you have in mind for this :P ?
    • CommentAuthorXyuzhg (Moderator)
    • CommentTimeJan 21st 2011 edited
     
    Well, building on Bio's post,

    Entity --> Number - exists as Get Entity ID.
    Number --> Entity - exists as Get Entity by ID Offset.
    String --> Entity - does not make sense. What if the string has letters? You can already do it with String --> Number then Get Entity by ID Offset.
    Boolean --> Entity - does not make sense. Booleans are just 1 and 0, true and false. True and false are not applicable with entities.
    Entity --> Boolean - per above.
    String --> Boolean - does not make sense. What if the string is composed of numbers greater than 1? Letters?
    Boolean --> Number - exists as If[Boolean], [Number]=1, Else, [Number]=0, EndIf.
    Number --> Boolean - does not make sense. What if the number contains digits greater than 1?

    I can see the sense in some of them, but still they are easily achievable by other means.-----------------
    Hopefully PA is inconsistent.
    •  
      CommentAuthorBioManiac R2 (Moderator)
    • CommentTimeJan 21st 2011
     
    Xyuzhg,
    i used a method of programming before in which a string that has contents is converted into a True bool, and an empty string is False
    yes i understand the 1 and 0 values, but it's not so much about what the string is, rather, IF it is anything at all,
    therefore string -> boolean in this aspect is already doable with get length of string
    the same thing goes for number -> boolean, if the number is anything other than 0, it is True.
    •  
      CommentAuthorJodi850
    • CommentTimeJan 21st 2011 edited
     
    change text color API
    change buttons seconde color API
    option input for custom function
    slider input for custom function
    mouse button hold for mouse triggers

    can this be inplented?-----------------
    (insert good signature here)
    •  
      CommentAuthorBioManiac R2 (Moderator)
    • CommentTimeJan 21st 2011 edited
     
    OH Tapir, i almost forgot, please add "setBorderColour" API for the next release! as of now i have no way of showing which location is the winning blocks for the connect 4 :/
    also, i'd like to be able to more easily control what objects are above what, in more of a programming way and less of a layer way, let me explain:
    currently if you have 3 entities, the bottom entity is below the middle and top entity, the middle entity is above the bottom and below the top, and the top is above both
    i'd like to be able to set it so that the middle is above the bottom and below the top, but the bottom be below the middle and above the top, while the top is above the middle and below the bottom
    i really hope this method of doing things is doable in the near future :)
    •  
      CommentAuthorFiremil (Advanced Member)
    • CommentTimeJan 22nd 2011
     
    My idea is BeforeCollide, but Im not sure if OnCollide means the same.
    When the Player has calculated the field in next step and a shape is about to hit another, BeforeCollide handler comes to action (just before shapes collide).-----------------
    •  
      CommentAuthorRanthowis
    • CommentTimeJan 22nd 2011
     
    I'm just saying that there might be some use for it that we don't see now, but will eventually.-----------------
    Hi?....
    •  
      CommentAuthorJodi850
    • CommentTimeJan 23rd 2011 edited
     
    a updated designs tab on phyard
    if someone updates his design
    its gets automally there


    and a option to chose whith entitys can be selected for custom function input
    like you build something for the camera
    player need to select which camera
    then you can select in the custom function thats only cameras can be selected-----------------
    (insert good signature here)
    •  
      CommentAuthorTapir
    • CommentTimeJan 24th 2011
     
    @# builder
    The default view of "my studio" just shows the recent updated designs now.

    I will add "entity filter" for input parameters in a later version.

    "change buttons seconde color API"?
    not very unserstand. You mean the background color?

    "option input for custom function" will be not supported.

    "slider input for custom function"
    also not very unserstand

    "mouse button hold for mouse triggers“
    I still haven't think it clear whether the OnMouseHold event handler should be added or not.
    Now, there are 2 ways to simulate the OnMouseHold event:
    1. you can check if the mosue is hold with the World/General/IsMouseHold API
    2. Use a OnMouseDown and OnMouseUp pair

    "and i think a:you faild screen is handy
    i dont know if its set faild with a api"
    Yes, there is a World/Level Status/SetLevelStatus API to set a level failed manually.
    Or do you request a custom fail screen?

    @Firemil
    For the BeforeCollide, I think it is really hard to determine when is called "before colliding".
    A collision can only be detected when it is happened. :(

    But there is really OnBeforeCollide event handler in todo lsit. But its meaning is "before calcaulating the impulse force of a colliding"

    @BioManiac R2
    setBorderColour is added now! As well as IsBrothers.

    Yes, the layer feature is really in planning now.

    For design convenience, "string -> boolean", etc, will not be supported.

    --------------------------

    Many thanks for these requests!-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorFiremil (Advanced Member)
    • CommentTimeJan 25th 2011
     
    OnMouseHold should be added, because there is otherwasys a bug. Just try a drag and drop thingy and try to drag it out of the player window. Then release mouse and move it back to the design. Still dragging.-----------------
    •  
      CommentAuthorTapir
    • CommentTimeJan 26th 2011
     
    This may be the desired sometimes.

    and I almost forget there is "Is Button Down" input parameter for all mouse event handlers, maybe it is helpful for some cases which need OnMouseHold.

    I will put the OnMouseHold in todo list.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorJodi850
    • CommentTimeJan 27th 2011
     
    tapir can you post your todo list on the forum?-----------------
    (insert good signature here)
    •  
      CommentAuthorTapir
    • CommentTimeJan 27th 2011
     
    It is a weird list, stored in a txt file, containing both chinese and english words, with many notes only I understand. :)
    do you really interest it? You can find most of its content in this thread.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorXyuzhg (Moderator)
    • CommentTimeJan 27th 2011 edited
     
    Oh, yes, I still do want to see it. Hopefully I can decode its bilingual chaos and compile a list for the forum. That would be really useful! It is, after all, important for us to know what is on the wait list and remind you of things you may have missed.
    ---
    But if your notes are as unintelligible as the people I know here, I might consider...-----------------
    Hopefully PA is inconsistent.
    •  
      CommentAuthorJodi850
    • CommentTimeJan 27th 2011
     
    who is in the chatroom list-----------------
    (insert good signature here)
    • CommentAuthorXyuzhg (Moderator)
    • CommentTimeJan 31st 2011 edited
     
    The translated and simmered-down to-do list! Some parts are what I take them to be. Hopefully I'm at least partially right.


    - SetMovable/Static
    - Factorial
    - Set/Get/Change Angular Velocity*
    - IsStaticShape
    - IsPhysicsShape
    - Layer change
    - Camera rotation
    - Real time user input
    - Destroy Entities Linked to Assigner
    - Copy functions
    - Change text color
    - FlipShape
    - CreateEntity and ModifyGeom

    - OnPostCollide/OnPreCollide
    - OnShapeInfected
    - Double-click
    - OnMouseHold
    - OnRepaint (graphics)

    - Rope
    - Friction
    - Relative rotation
    - Slider hinge
    - Gear
    - Elastic joints
    - Custom joints
    - Custom shape pair function
    - Custom function entity link
    - Anchor points
    - Colors

    - Vector
    - Bitmap
    (?)

    - Physics engine
    - Step length
    - Fixed settings
    - Real with scale
    - Interactive velocity, position
    - Warmup
    - Continuous physics calculations
    - Allow infinity
    - Damping options
    - Script: allow inputs and outputs to be used as temporary variables
    - Reset local variables/output when returning result
    - Enable contact events (for efficiency)
    - Grid size, rotation, etc.
    - Destroy brother pinks
    - Sensor shapes have zero mass?
    - Zero mass bodies static?
    - Zero inertia bodies have fixed rotation?

    - Linear and angular damping
    - Global default setting
    - Brother groups have their specific settings
    - Keeping links when copying logic components
    - Export functions
    - Functions export with coordinate system (as I take it, not too specific)
    - Batch modify
    - No limits on pair assigners
    - Any to Any, Both in Many, x to x, etc.
    - Transparent entity IDs
    - Polyline options
    - Scale, Rotate accuracy
    - Modify rotate and scale center
    - Circles: delta angle, radius
    - Rotate self for clones
    - Lines heler
    - Offset x,y
    - Grid helper
    - Zoom controls
    - Import at center?
    - Function interval
    - Pixel processing package
    - Drawing
    - Flame particles

    - ModePlaceCreateEntitiy
    - ModeDragCreateEntitiy
    - ModePointsCreateEntitiy

    - Timer should be called by ID order, not creation order
    - Entity contact order
    - Dragging entities from places that are not the entity with a right-click
    - Ball/column invalidity for static circles
    - Entities attached to a force component shouldn\\'t be static
    - No updating when paused
    - Function and variable loading
    The current list I have here may be incomplete; Tapir says the list he gave me is about 1/5th the entire thing...
    Indeed, his list contains both English and Chinese, often mixed together.-----------------
    Hopefully PA is inconsistent.
    • CommentAuthorXyuzhg (Moderator)
    • CommentTimeFeb 1st 2011 edited
     
    Well, how about explosion direction selector? Currently, explosions explode in all directions. But sometimes you want it to explode in one direction.
    Currently, using Restart Level actually freezes it.
    Also, event handlers/actions should not end with Restart Level; the level is reset back to step 0 but the event handler continues.-----------------
    Hopefully PA is inconsistent.
    •  
      CommentAuthorJodi850
    • CommentTimeFeb 1st 2011
     
    pls add the:
    append letter in string API
    set letter in string API
    is letter in string?API-----------------
    (insert good signature here)
    • CommentAuthorXyuzhg (Moderator)
    • CommentTimeFeb 1st 2011
     
    I think all three are already there, just look carefully-
    "append letter in string API" is String + String
    "set letter in string API" is Assign String
    "is letter in string?API" is String == String?-----------------
    Hopefully PA is inconsistent.
    •  
      CommentAuthorTapir
    • CommentTimeFeb 1st 2011
     
    "explosion direction selector"
    you can do it when the run-time create/modify API is implemented.

    "Currently, using Restart Level actually freezes it."
    ? not very understand. You mean the editor/player is freezed when bomb is exploding? Seems it is ok.

    "Also, event handlers/actions should not end with Restart Level; the level is reset back to step 0 but the event handler continues."
    Now, when restarted, all are reset. Can you show an example which need not to reset event handlers?

    "is letter in string?API"
    There will be a String.indexOf (subString) API.

    "set letter in string API"
    Replace a letter in a string? This will not be supported. In piapia language, a string can't be modified after it is created or assigned.
    But you can create new strings with all string APIs.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorXyuzhg (Moderator)
    • CommentTimeFeb 2nd 2011
     
    Oh, alright, I'll clarify a bit.

    For example, in my Life and Tic-tac-toe designs, I originally wanted to add a "Restart" button. Clicking it will set the level back to step zero. However, one I tried it, it first simply froze the engine and (nearly) crashed the program, recovering only after a while.

    And I was recently working on a design for my unfinished custom function that would simplify mathematical commands... a grapher. My 'zoom' function needs this

    I will restart the level. The event handler for the zooming will restart the level.
    This is because the explosion particles are set to last forever (in reality an absurdly long time).
    Also, simply zooming the level out does not work, as the panel will also zoom and the particles will become invisible (because they are too small to see).
    So, instead of that, I increase the intervals, effectively \'zooming\' out the level.
    Basically, the level is by default 10 units x and y per 1 meter (of the playing level).
    The handler will reset the level and set the intervals to, let\'s say, 50 units x and y per 1 meter.
    Then, the explosion particles are recreated on those intervals, skipping every 4 of 5 units.
    However, to do that, I require for the event handler to continue past the reset, keeping its local variables.
    -----------------
    Hopefully PA is inconsistent.
    •  
      CommentAuthorTapir
    • CommentTimeFeb 2nd 2011
     
    I'm still not very understanding the specified example now.
    But I think you are right on the point.
    You need a Restart function which will not reset everything.
    I will try to find a solution for this.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorTapir
    • CommentTimeFeb 2nd 2011
     
    about "mouse button hold evnet handler",
    I forgot it is really is implemented already.
    You can just the select the "Left Mouse Button" for a keyboard event handler.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorFiremil (Advanced Member)
    • CommentTimeFeb 3rd 2011
     
    OK, thanks again, tapir.-----------------
    •  
      CommentAuthorJodi850
    • CommentTimeFeb 14th 2011 edited
     
    fix x and y
    set fix rotation
    is fix rotation?
    set fix x and y
    is fix x and y?

    and about the:change buttons seconde color API
    i mean the:set color if mouse over button API-----------------
    (insert good signature here)
    •  
      CommentAuthorTapir
    • CommentTimeFeb 16th 2011 edited
     
    fix x, fix y can be achieved by slider joint now.

    "change button on-over color"?
    I can add it. But could you show a situation to use it?-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorJodi850
    • CommentTimeFeb 16th 2011
     
    with fix x and y i mean its only rotates


    i dont know for what you can use it but i think for grapics-----------------
    (insert good signature here)
    •  
      CommentAuthorTapir
    • CommentTimeFeb 17th 2011
     
    there will more native joints to be added.
    One of them is called hinge-slider, maybe it is what you want.

    I put the "change button on-over color" in todo list now.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorJodi850
    • CommentTimeFeb 17th 2011 edited
     
    API's

    create hinge joint
    create slider joint
    create dummy joint
    create fixed joint
    create spring joint
    create distance joint
    set distance joint length
    set spring joint length

    onther

    regen bomb(comes back after some time)
    regen pink(comes back after some time)
    reflect shape
    helium shape
    visidible option for slider joint
    color choser for all joints
    a sticky bugs disscusion-----------------
    (insert good signature here)
    •  
      CommentAuthorMadball (Advanced Member)
    • CommentTimeFeb 18th 2011 edited
     
    @builder: that`s too mean! Creating is obiviously to-be-made-somewhen, custom distance and spring joints can have changable limits (thinking outside the box can solve many problems ever mentioned), first four of onther can be done with triggers (some members gone so far so somewhen someone creates fake physics that will be as realistic as Box2D), next two can be created with shapes (remember colliding distance joints? (oh, forgot this was discussed pretty long time ago. Well, search tab is one of the most useful tabs on the whole CIF)), and about last, if it`s not sticky yet that means it doesn`t needs to be!-----------------
    LD35!
    •  
      CommentAuthorBioManiac R2 (Moderator)
    • CommentTimeFeb 18th 2011
     
    haha basically everything you requested is on the to do list, sorta, but under "create stuff" since its so complex
    "reflect shape/brothers" i requested a while ago so it should be already on there

    i've got my own requests too :)

    - set shape border thickness

    and i was wondering if there is a - input element at XXX location, BUT it keeps all other elements and moves them back one?

    ex - Array [ 0, 2, 4, 5]

    input 1 at index 1
    Array [ 0, 1, 2, 4, 5]

    input 3 at index 3
    Array [0, 1, 2, 3, 4, 5]

    can we do this now? [ i mean with a single API, i could do it with a while loop, thats how i did snake, but single API would be nice :) ]
    •  
      CommentAuthorTapir
    • CommentTimeFeb 19th 2011
     
    Now, I can add these APIs: Insert(Boolean | Number | String | Entity | CCAt | Array))ElementAt APIs,
    but I just feel the piapia language is going on a bottleneck stage.
    As you can see, for many array APIs, there msut be one proptype for every value type.
    These would be very trivial in the later development.
    So a "Object" type may be introduced from a later version. Every current known value type is a subclass of the Object type. (Here, type <=> class)
    The "Object" type is like the "Any" type in some other languages.

    The "Object" type is also very important for the later custom type concept.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorTapir
    • CommentTimeFeb 19th 2011
     
    @builder
    I will add the crate/modify entities APIs soon.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorMonkey
    • CommentTimeFeb 19th 2011
     
    When you copy an item, the new item will move 20 pixels or something to the right.
    Mabye an option which says how many pixels right and down it will move? (minus numbers for left and up)-----------------
    If the infinite is impossible, how can the universe be infinite? Do we live in something that can't excist?
    •  
      CommentAuthorJodi850
    • CommentTimeFeb 19th 2011
     
    whisper function on phyard?-----------------
    (insert good signature here)
    •  
      CommentAuthorMonkey
    • CommentTimeFeb 19th 2011 edited
     
    hm... cant remember neither the epostadress or the password i used ;P
    edit: found it! It would be great if you could do it :)-----------------
    If the infinite is impossible, how can the universe be infinite? Do we live in something that can't excist?
    •  
      CommentAuthorMonkey
    • CommentTimeFeb 21st 2011
     
    I'm really sorry if I'm saying anything which has been said before....
    But what about an event handler which is about enities moving.
    On the basic settings you can set wheather it should be movement at all, or movement in x and y direction!
    Just an idea!-----------------
    If the infinite is impossible, how can the universe be infinite? Do we live in something that can't excist?
    •  
      CommentAuthorTapir
    • CommentTimeFeb 21st 2011
     
    "clone offset" will be added.
    "whipser on phyard" will be added soon.

    For the OnShapeMove event handler, you can use OnEntityUpdated to simulate it.
    You can get the velocity of the input entity in OnEntityUpdated event handler then make some judgments.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorJodi850
    • CommentTimeFeb 21st 2011
     
    my recuest is CFA
    Custom Function Advance
    like custom function but then with script menu
    something like roblox workspace-----------------
    (insert good signature here)
    •  
      CommentAuthorVanderwaal
    • CommentTimeFeb 21st 2011
     
    A few things I would like:
    - Set density
    - Set friction
    - Set restitution
    - Music (Just add a tab on the Config Design (the two arrows) and in that tab you can select about 10 basic tracks and upload your own)
    - Sound (Just add a piece of code for the triggers with about 40 basic sounds)
    - Be able to change the color of infected, dontinfects, uninfected, pinks and bombs while they keep their feature.

    Bug?: set a timer unabled still lets the timer run. The code just doesn't get used.
    •  
      CommentAuthorFiremil (Advanced Member)
    • CommentTimeFeb 21st 2011 edited
     
    @vanderwaal
    All those have been already requested (and I have requested (at least once) all of them (but the last))-----------------
    • CommentAuthorXyuzhg (Moderator)
    • CommentTimeFeb 21st 2011
     
    I believe I have requested this before, but it isn't on the todo list.
    Flip!
    Like the horizontal and vertical flips in the editor, except in runtime.-----------------
    Hopefully PA is inconsistent.
    •  
      CommentAuthorTapir
    • CommentTimeFeb 23rd 2011
     
    Flip will be added with other geom-modify APIs.

    @vanderwaal, "Bug?: set a timer unabled still lets the timer run. The code just doesn't get used."
    Could you whisper me an example. I can't reproduce it.

    "Be able to change the color of infected, dontinfects, uninfected, pinks and bombs while they keep their feature."
    I will add the custom color settings with color blind mode for classic CI designs later.

    @buildr,
    I still not very understand your "Custom Function Advance".-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorMonkey
    • CommentTimeFeb 26th 2011
     
    Input enity assigner:
    Choose object 1 or 2 from list!
    Set many to colission category option! (very important to simplify my red ball project)
    If you take a look at the colission categories you'll see that it is very complex... if I make a new block, I have to make at least two more colission categories and a tonn of connections...

    I really really hope that you can add theese things in the next verson, and that the next verson will come soon! :)
    I dont wanna push you to make it, but I'm afraid that I wont update the game before theese things are made...
    (I actually didn't want to say the last thing, I feel really mean when I say it, but I really want it add(ed), that's why)-----------------
    If the infinite is impossible, how can the universe be infinite? Do we live in something that can't excist?
    •  
      CommentAuthorTapir
    • CommentTimeFeb 28th 2011 edited
     
    It is one request? or 3? :)
    If it is 3. The second "Set many to colission category" command is in the context menu of the setting button.

    "if I make a new block, I have to make at least two more colission categories and a tonn of connections"
    Could you whisper a copy of the source code so that I can understand what the situation is?

    I can't promise the next will be released soon. I just think it is very possible to be released in the next month.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorMonkey
    • CommentTimeMar 1st 2011
     
    "The second "Set many to colission category" command is in the context menu of the setting button."
    If don't follow you here...

    The source code is enabled, not only for you bot also for anyone to make new levels!
    An other question is wheather you understand the complexity of the trigger components and the colission categories.
    You'll see something i call jump pads.
    The jump pads are used for making it inmossible to jump mid air, move on ice blocks, jump on glue blocks, making infoblocks "appear", teleport you and kill you when you hit a death block! You'll see a totally messed up system in the colission categories, with A LOT of conections between the jump pads ant the blocks.

    Good luck with understanding it!
    I guess you'll need it ;)-----------------
    If the infinite is impossible, how can the universe be infinite? Do we live in something that can't excist?
    •  
      CommentAuthorBioManiac R2 (Moderator)
    • CommentTimeMar 1st 2011
     
    im requesting the option to enter numbers using hexadecimal format,
    because it's really annoying to have to determine the number form of a colour when assigning colours to global variables
    • CommentAuthorMCC (Moderator)
    • CommentTimeMar 1st 2011 edited
     
    @Monkey
    If you're looking for a method to set the collision categories of many objects:
    1 - Select the multiple objects
    2 - Right click the Settings button and find "Batch Modify Shapes Collision Categories" (this is what Tapir meant by "context menu"). There you can set the CCs of every object. There are also some other "batch" functions very useful for editing several objects at the same time.

    Note: You can right click any button that has a black dot on it's upper right corner. There are some other useful functions in the Move Scene, Move, Scale and Rotate buttons' context menus.

    But... well, you're gonna try to kill me now, but your game can be reduced to just 1 collision category! ;)
    Why? Because if you come to think about it, there's no need to use CCs as every visible part of the game collides with everything (keys and teleports could be made with sensors). You could use entity custom properties to determine wheter the ball is contacting a yellow block, a death block or a black guard.
    But, of course, this would mean a total remodeling of the code, so...

    @BioManiac
    That feature already exists, I discovered it some time ago while experimenting.
    Just write "0x" followed by your hexadecimal value in any number input box. Then click on another command and voila! Your number got converted to decimal. ;)
    I'm not sure if this feature was implemented on purpose or if flash does it automatically...

    @Tapir
    I've got some feature requests:
    -Displacement (x and y) amount for the arrow keys (could be implemented together with cloning displacement). Currently, they only move the shapes 1 pixel, but I often need to move them a determinated distance, specially for making grid games.
    -Align horizontally/vertically (I use the "+" key a lot, but sometimes I've needed to align shapes in just one direction).
    -Smaller graphics for power sources. They're currently too big and doesn't make up for a good managing.

    (url)

    -Power limits for power sources. I think the reason why power sources aren't used is that they don't have limits. Normally, when the force/impulse reaches a determinated amount, you would want the power source not to keep working, and get enabled again when the force decreases a little. The maximum force should be compared with the force of one of the brother shapes at the point where the source is located.

    Thanks by advance!-----------------
    I'm still around... observing.
    I leave all that I own to my cat guppy
    •  
      CommentAuthorJodi850
    • CommentTimeMar 1st 2011 edited
     
    what does that F--> does?
    and why there is no color batch?-----------------
    (insert good signature here)
    •  
      CommentAuthorTapir
    • CommentTimeMar 2nd 2011
     
    The "force component" is to simplify the development of designs support keyboard controlling.
    But seems it is a failure. :(

    BTW, there is a fatal bug in "force component". Levels containing force components may freeze in playing.
    I will fix it soon.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard