7Soul's Forum Posts

  • Check the example (New game > Multiplayer Example) and the official tutorial

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  • I've done something like this a long time ago on Construct Classic using Physics. You need to apply a constant impulse on the player in the direction of the planet. When jumping you apply an impulse the other way. For walking I'm almost sure friction would work, if the player is a rotating ball

  • what kinds of games can i create on construct 2

    ALL OF THEM

    (as long as it's 2d)

  • angle(object.X, object.Y, star.X, star.Y)+180[/code:moshmvuo]
    Should give you the opposite angle of collision with another object. Put that on a "on collision" event
    It won't take into account the shape of the objects, so it should be used to simply move the "object" in the opposite direction of the "star"
  • Wow, that looks seriously cool.

    Does your graphics style obey the restrictions of a real arcade/console/homecomputer antique, or is it "just" style? (looks great anyway!)

    For the most part, yes.

    For instance, I just made this sprite:

    It uses 2 palettes.

    The first is: white, pink, black, transparent

    The second is: white, yellow, black, transparent

    For the first frame, the pink and yellow palettes are limited to separate 8x8 tiles. But then when I animated it I ignored that limitation for better aesthetics

    I made a lot of research back when I started this project for the NESJam

  • The Physics behavior is handled by the Box2D engine and is not compatible with other behaviors. Check the manual: https://www.scirra.com/manual/98/physics

    If you use physics you have to control every movement with the physics actions

    (also, you can upload your .capx using the "Upload Attachment" option when posting)

  • Made an example:

  • Are you using the platform behavior on the player or what?

  • Here's a quick edit that doesn't require local variables:

  • I remember the day I discovered clamp(), my life changed forever

  • Do you get the same error on other games? Usually "Server Error in '/' Application." is a server error and resolves itself after a few minues

  • And when moving the camera, you can set its position to max(target.X, self.X), this way it never moves to an X position lower than its current X

  • If you don't post a .capx its hard to know exactly what you're doing and what's the problem (you could be using any kind of weird event to move the ball and how would I know?)

    You can post a .capx using the "upload attachment" option when posting

  • Physics is handled by the Box2D engine, and is not compatible with the other behaviors. Check the manual: https://www.scirra.com/manual/98/physics

  • I'm using families to group all bullets. But appears you're using the free version so you'll have to do it for each separate object

    Let me break it down for you

    self.X+(sin(self.aAngleMov)*(dt*self.speed*(1-paused)))

    • Self refers to the object doing the action. Saying "Self.X" on an action for the "Bullet" is the same as saying "Bullet.X"
    • "sin(self.aAngleMov)" gets the X-component for the angle (while "cos(self.aAngleMov)" gets the Y-component)
    • "*(dt*self.speed*(1-paused))" is the speed. "dt" is so it moves at the same speed regardless of the fps. "speed" is an instance variable for the bullet. *(1-paused) is just because of how I made the pause in my game

    So in the end, you're setting the X of the bullet to

    "Its own X" plus "the X-component of its angle 'speed' times"