Here is a place to put things that the average/new user would not know, like, for me I just realized today that in the camera behaviour, to go left and bottom you have to put negatives… that used to annoy me why I couldn’t change the boundaries of a camera, I’m dumb
anyways, that’s the start, so when there’s a new user, they can just check here and see stuff ( feel free to add your tips and suggestions so this grows. @CodeAlpaca
I’ve got another one – Inputting a number into the “spawn” input of a Spawn block will assign it a Spawn ID of that number. You can then extract that object’s spawn ID.
Do you mean one behavior covering the other or just above it in the editor? If it’s the latter, then it might be because Flowlab will perform behaviors from top to bottom and from left to right, so in some cases, the positioning of your behaviors matter
Well I guess I learn something new again:
Quoting @Recryptech:" Flowlab will perform behaviors from top to bottom and from left to right, so in some cases, the positioning of your behaviors matter"
Behavior order normally isn’t that important for most people, but when it is, if you don’t know how it works it can be really difficult to find the problem. Knowing how to use it well can almost entirely remove the need to use timers set to 0.
This is even important for the input order. So if you set the Angle and Emit the object at the same time the angle is set afterward because the Emit input is above Angle.
Ooh, got a really good one that I just figured out
An animated object that has more pixels that its original is not counted in the objects hitbox, which means you can make a small tree trunk base as its original sprite, then animate leaves and stuff with the trunk that aren’t counted as the hitbox, which means you can go through the leaves but not the tree base