Item

Pin

Fixes an item

  • The pinned item loses the ability to be moved or scaled by touching.
  • The movement according to the set[Track]keeps at a constant speed.
  • It does not move even if it makes contact with a[Teleported] item.

It is often used when arranging items that become a wall or a floor and is considered an obstacle when it collides with other items or moves with gravity.

In addition, movement by touch and collision is limited, but operations using attributes such as movement by using[Force][Track], scaling by using[Enlargement] [Reduction] etc. are possible.

Since the position is fixed using[Pin], when there is no movement such as[Rotation] set, the setting[Physical ignore] will make items overlap without colliding.

Since the[Pin]is set on the tree, it will not move even if you touch it with the finger or another item collides into it.

Spring

It makes the item return to its original position.

  • Scaling by touching can not be performed.
  • It will not disappear even if it goes outside the scene.

You can use it to skip other items by using the force trying to return to the original position.

[Spring] is set on the glove. You can also skip other items by using the force of returning to the original position.

Rotation

Makes an item rotate.

  • It starts to accelerate and decelerate at the time of rotation when using[Force].
  • Use[Rotation] +[Pin] to fix at the center of the image to rotate.
  • You can rotate with one finger touch by using[Rotation] +[Pin].

If you want to express movement similar to the swings of a bat by using[Rotation] +[Pin], you need to set up a dummy by writing a point at a position opposed to the tip, at the same distance as the tip is from the grip, so that the grip becomes the center of the image.

[Rotation] has been set only for the left panda, so it will roll over the slope.

Physics disregard

It prevents the item from colliding with other items.

Since it is not influenced by[Gravity], it will not effected even if it is set up to[Jump].

Since it does not collide with other items, it will not have any effect even if you give it[High repulsion],[High density] or[High friction] attributes.

It will not be used for physical behaviors, so it is often used to create mechanisms and controllers for operation.

Since[Physical disregard] is set for the ghost, it moves only when using the finger to move it. Also, it will overlap without colliding with other items.

Bounce

Makes the item bounce off (ricochet) at the time of a collision.

Because[Bounce] (high rebound/repelling) is set for the rabbit, it will rebound when it hits another item (in this case the ground).

Friction

It prevents slipping.

When trying to roll a ball on a tilted floor, if the ball slips easily, it will slow down if you attach[friction] to the floor.

Because[friction] is set for the doll, it is less slippery on the slope compared to the snowman.

Heaviness

Makes an item heavier.

Items will change in weight depending on their size, but you can make it heavier without changing the size using[Heaviness]. It will be four times heavier for items of the same size.

Because[Heaviness] is set for dumbbell, it is heavier than the feather.

Gravity disregard

[Gravity][Tilt sensor] will not be affected.

Although the downward gravity is applied to the scene,[Gravity disregard] is set on the balloon so it will not fall. It can move when touching it with a finger or when other item hits it.

Drag disregard

Prevents the item from being moved, rotated or scaled by touching.

  • It is also possible to disregard to be moved, rotated or scaled individually by sliding.

Depending on the content of the game, you can use it when you do not want to clear the game by touching the item.

"drag disregard" is set for the ball, so you can not move it with your fingers. It will move when other items hit.

Touch disregard

Even if touched, the event does not occur.

You can use it to move an item by touch and want to generate an event only when touching a specific item.

[Touch disregard] is set for the balloons. An event will not occur even if you touch it with a finger. But an event will occur if another item set with[Contact] collides with it (it will "disappear" in this case).

Repeat

Makes a[Track] or a[Sound] effect occur repeatedly (loop).

If an event occurs while[Track] takes place, it pauses and when an event occurs again, it is resumed instead of being played from the beginning.

If an event occurs during playback of[Sound], it will not stop and will be played back from the beginning again.

Therefore, once started, in order to stop the loop playback of the[Sound], it is necessary to delete the item by[Disappear] or move it to the outside of the scene.

Auto start

Makes a[Track] or a[Sound] start automatically.

  • Automatically generated timing is copied as a target of[Copy] at the start of each scene, when reset as a subject of[Reset].

Track

Track.

  • Makes the item move along the set trajectory.
  • Every time an event occurs, it switches between moving and pausing.

If you set the trajectory faster, it makes the item movement faster.

[Track] is set so that the mouse moves along the arrow, so if you touch it, it will move as you set.

[Track] is set so that it moves straight to the right on the bottom cat, and [Auto start] is set, so it starts to move automatically when the debug play mode starts and stops when the movement finishes.

[Track] has been set so that it moves straight to the right after going straight to the upper cat,[Loop] is also set with[Auto], so after starting to move automatically, it will repeat the same action indefinitely.

Focus

[Scene Zooming]: This item will be displayed in the center.

  • Only one item can be set in a scene
  • The display area is only within the scene
  • When the item disappears, the[Scene Zooming]display position will remain at that point

When the item goes to the edge, because the display area moves only within the scene, the item position will no longer be centered.

When the range is set by[Scene Zooming], the displayed part on the screen will move with the moon.

Ghost

Fires ghosts.

  • The ghost is fired at the set direction and speed and moved at a constant speed.
  • The ghost does not collide with other items, and is not affected by[Gravity] or[Tilt sensor].
  • The ghost will be a contact trigger against the target item in combination with[Contact], and the trigger ghost disappears.

There is a limit on the number of ghosts displayed in the scene. The number of ghosts of the same item is limited to 10. But the number of allowable items in the scene is limited to (128) + 10 .

[Ghost] is set for the small doll in the lower left, so if you touch it, the ghosts will fly away.

Other dolls are selected as opponents for [Contact] of the small dolls as well as[Disappear], so they will disappear when ghosts collide, but pigs are chosen as opponents for[Contact] Since it is not, the ghost slips through without hitting it.

Bomb

Disperses other items.

  • Disperses with strong force all the items that are in close proximity of the "bomb".

Even when there is an obstacle between the items, the power is determined only by the distance from the[bomb].

When[bomb] is set, touching it will blow away other items. The reason that the[bomb] disappears is because the[Disappear] attribute is set.

Disappear

Makes items disappear.

When multiple attributes other than[Disappear] are given, the item disappears after the effects of the other attributes finish.

[Disappear] is set for the candy, so they disappear when you touch them.

Sound

Plays sound.

  • When a collision trigger occurs, the volume changes based on the momentum of the collision.

[Sound] is set for pigs, so when you touch one, it makes a sound. If it is selected as a[Contact] target of another item, it will make a sound even if you hit it.

Scene change

Switches scenes.

Since the scene is initialized every time it switches, you can use it as a reset of the initial scene.

Since the[Scene change] is set for the flag, when the car hits, it switches to the next scene (goal). For this, you need to select a flag for the car's "collision opponent".

Change Work Flag

Switch the work flag

  • Possible to retain information even when moving from one scene to another
  • Possible to be turned on, off, switch, or left unchanged
  • Possible to use up to 9 in one work

Unlike the other attributes, the work flag is an attribute that retain the information about the current state of play in each work. It allows you to move to the next scene with the same state of play, but on the other hand, it may make debugging difficult at the development. For that reason, we have provided a debug function that allows you to temporarily change the flag settings, or check the current work flag state.

The light bulb in the next scene glows according to the switch pressed in the first scene. You can also develop while checking which flag is set up.

Contact

Generates an event for the target that the item will come in contact with.

Since it is necessary to generate an event between items, the frequency of use is considerably high.

When the event does not occur even if the items touches each other, let's first check if you haven't forgotten the setting of[Contact] or whether the setting direction is reversed.

The item where the event happens is not the item that has[Contact] as an attribute, but the item that was specified as the target by using[Contact].

[Contact] is set for the hand, and the switch is selected for its target.

[Force (right)] has been set to the switch, and cats and rats are chosen as the opponent. Moreover, [Touch disregard] is also set.

If you touch the switch with the actual fingers, nothing happens, but if you move the hand and strike the switch, the switch[Force (right)] event will happen and the cat and mouse will move to the right.

Flag

It generates an event when a certain condition is satisfied.

  • When the target item for which an event has not generated is not present in the scene, and the target work flag state matches, that becomes a condition.
  • When there is a change to the target, the condition is checked to see whether it is satisfied.
    • When an event generates on the target item
    • When the target item disappears outside the scene
    • When there is a change to the[Work Flag]
  • Even when the target item is added (reset) in the scene after satisfying the condition, the event generates every time the condition is satisfied.
  • Once the condition is satisfied,[Force]and[Resize]persist, To release it, it is necessary to reset the flagged item or erase it.

It is possible to monitor the state of multiple items, and to trigger an event when one event has generated on all of them. It is also possible to monitor not only the occurrence of events, but also their disappearance.

  • Usage example 1: Clear when all three items in the scene are taken
  • Usage example 2: Reset when the character goes out of the scene
    • By monitoring the[Work Flag], it is also possible to trigger the events according to what happened in the previous scene.
  • Usage example 3: Tools obtained in the previous scene become available

[Track] and [Spring] are set for the glove, but at the same time [Flag] is also set, and we have chosen all three switches below for that glove.

When an event (in this case, touched with a finger) happens to all three switches selected as the [Flag] target, the event [Track] of the glove is invoked and the bomb is hit.

Teleport

Move an item that was touched to the position of the target item.

  • Only one target item can be selected.
  • The destination of the movement is the center of the target item.
  • Pinned items do not move even if an item enters in contact with them.

Since the target item matches the destination of the movement, it will not move even if you touch it.

Please be careful because if there are multiple overlapping items (with complicated paths) at the destination, the execution speed may be delayed.

[Teleported] is set in the lower tunnel and the upper tunnel is selected as its exit, so the car that enters the lower tunnel teleports to the upper tunnel.

Force

(up, down, right, left, custom)

Move the target item. You can set the direction and the speed by using the custom force.

  • The effect continues as long as the trigger continues.
  • When the[Physics disregard] item is targeted, it will move at constant speed.
  • When Force (up, down, left, right, custom) is set towards a pinned item, the targeted item moves at a constant speed.
  • The maximum speed of the custom force is the same as Up / Down, Left / Right.

You can increase the speed of the targeted item by setting[Force]towards it from multiple items in the same direction at the same time.

Although it is not limited to this attribute, it is not always necessary to cause an event by touching it. A collision between items also causes an event as a trigger. You can use it like a moving floor or a jump table.

Up, down, right, left

[Force (right)] is set for the arrow, and since we chose ghost as the item to move, if you touch the arrow with your finger, the ghost moves to the right.

Custom

While [Force (right)]is set on the top character, the middle and the bottom characters uses weaker[Force (custom)]in the same direction.

Force

(clockwise, anticlockwise, attraction, repulsion)

Move the target item.

  • The effect continues as long as the trigger continues.
  • When the[Physics disregard] item is targeted, it will move at constant speed.
  • [Rotation] If the item is targeted, it will rotate while accelerating / decelerating.
  • When Force (attraction, repulsion) is set towards a pinned item, the targeted item moves at a constant speed.
Clockwise / Anticlockwise

[Force (right rotation)] is set for the arrow, and since we have chosen two windmills as the target to move, if you touch the arrow with your finger, either windmill will turn right.

Attraction / Repulsion

[Force (attraction)] is set for the large circle (+) in the center, and[Force (repulsion)] is set for the (-). Choose all the small circles around as the target to move.

When you touch (+) with your finger, the small circles gather around the center, and when you touch (-) with your finger, the small circles are scattered.

Jump

Apply a force to the target item in the direction opposite to the direction of gravity of the scene.

  • It is possible to overlap two or more.
  • There is no effect when the scene is in the zero gravity state.
  • The[Physics disregard] or[Pin] attributes have no effect.

By applying the effect of[Jump] from multiple items at the same time to one item, you can give the jump more power.

It is ineffective for any item when the scene is in the zero gravity state. Regardless of the setting of the gravity of the scene the[Physics disregard] attribute has no effect on the item.

[Jump] is set for the arrow below and a rabbit was chosen as a target. Since[Gravity] is set downwards in the scene, if you touch the arrow with your finger, the rabbit jumps in the direction opposite to gravity (upward in this case).

Enlargement / Shrinking

Change the size of the target item.

  • The effect continues as long as the trigger continues.

You can change the size faster by giving[Enlarge, Reduce] from multiple items at the same time for one item.

On the lower left[Rotation] is set for the circle, and a yellow ball is selected as the target.[Scale (shrink)] is set for the circle on the lower right, and we have chosen yellow balls as targets.

When you touch each circle with your finger, the yellow ball becomes bigger or smaller.

Mirror image

Horizontally reverse the target item.

[Mirror image] is set for the switch, and the passage above is chosen for the target. Touch the switch with your fingers to turn the aisle horizontally.

Duplicate

Adds a copy (including attributes) of the target item to the position at the beginning.

It can not be added if items in the scene have reached the limit number.

Depending on how you use it, there are possibilities that multiple items (with complex paths) will overlap, so you need to be careful.

[Copy] is set for the switch, and I am selecting all the yellow balls as targets. When you touch the switch with your finger, the number of yellow balls will increase one by one.

Transform

Change the appearance of the target item to the same as itself

  • When the appearance changes, the path of the hit collision detection also changes
  • Because of changing the appearance of an item to the same as its current appearance, the effect is also affected by the state of other items that have been changed by[Transform].

The box is changed to the sun and the moon. By touching the box after the moon transformed into a star, the box transforms into a star.

Reset

Return the target item to the initial state at the start of the scene.

When you try to reset an item that has already disappeared from the scene, it can not be reset if the number of items in the scene has reached the upper limit.

Combining[Reset] is effective to realize movement that repeats a specific route accurately.
For example, if you try to realize it only with[Track] and[Loop], it becomes difficult to match the start point and the end point of the trajectory and it's important to consider the influence from the other items.

[Reset] is set for the switch, and I have chosen all the yellow balls as their target. Touch the switch with your finger and the yellow balls will return to their initial state.

Communicate to all

Generate an event of the target item.

  • The effect lasts as long as the trigger continues.
  • The occurrence of the event of the target item is not simultaneous, it comes to the next action.

[Communicate (to all)] is set for the switch, and three robots are chosen as targets. If you touch the switch with your finger, events (in this case[Track]) will occur to all three robots in the same way.

Communicate to any

Generate an event of one of the target items.

  • The effect lasts as long as the trigger continues.
  • The target items where events occur are randomly chosen.
  • The occurrence of the events of the target items is not simultaneous, it occurs at the next action.

It is possible to realize a mechanism to count arbitrary numbers by utilizing the nature that tells events to one item.

[Communicate to one] is set for the switch, and three robots are chosen as targets. If you touch the switch with your finger, an event ([Track] in this case) will occur in one of the robots.

Scene

Gravity

Applies a constant force to all items in the scene.

  • Applies a force in the direction and strength you set.

Items being moved by touch are not affected by gravity.

Since[Gravity] is set downward in the field, the apple falls down.
(The tree does not fall because it has[Pin] set as attribute)

Tilt sensor

It offers items the ability to change their position in the scene with the inclination of the device.

  • The direction and strength of the force changes according to the inclination of the device.

Since the[Tilt] attribute is set in the scene, gravity is applied in the direction in which the device is tilted

Scene Zooming

Change the range of the scene displayed while playing

  • [Focus]Fixed in the center, when there is no item

By using in combination with the item attribute[Focus], the display range can be changed from the center to any. By moving the item with the[Focus]setting, the display position also moves.

By changing the range you want to display, now you can only see the starry sky as the stage. You can also change the display range.