Asmodean's Forum Posts

  • ..like i said i run a win 7 32bit.

    Sorry I didn't see that.

    What Catalyst Version do you use?

    All newer than 10.2 will not support your graphic-card.

    Idk what are the exact requirements for c2, open gl version, etc

    A nVidia or AMD graphics card with latest drivers, at least 512 MB of dedicated video memory and support for OpenGL 2.0+

    Maybe the 512 MB dedicated memory is the problem.

  • I don't know which Windows do you use and if the latest driver means the latest with XPRESS 1100 support or the latest catalyst at all. Catalyst 10.2 legacy is the last driver with XPRESS 1100 support. Any newer version has no support for this GPU and Windows will use the generic Windows driver without OpenGL support.

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  • Gewku

    You could use UPX. This is a packer for executables. You don't need to unpack it, it's still executable, but it works only with the 32 Bit Versions. http://upx.sourceforge.net/

    I have compressed your exe with UPX from 45.2 MB to 15.5 MB. But it only compress the exe not the other files in the directory. So overall the whole directory shrank from 67 MB to 38 MB.

  • This should work:

    touch On Tap object Player

    ... Player is animation "Animation1" playing -> Player Set animation to "Animation2"

    ... System else -> Player Set animation to "Animation1"

    (... means Sub-Event to touch on tap)

  • Hmm, I tried the Platform-Template example. There are the WASD-Keys used with simulate and I see now difference between the UP-Arrow and the W-Key for Jump with 'jump sustain' set to 200.

  • This isn't a real solution, but it works, a litte bit. As long as your player is on the origin of your 'train' it works.

    But if not and the train turns you will fall of and I don't have any solution for this. I tried a rotation matrix to calculate the postion of the player when the train turns but that doesn't work.

    In your every tick event

    System every tick -> Player set angle Train.angle

    " " -> Player Move forward Train.Pathfinding.Speed*dt

  • What you describe are polar coordinates. That are an angle and a radius r.

    You can convert from polar to cartesian coordinates (the normal xy-coordinate system) with

    x= r * cos(angle)

    y= r * sin(angle)

    Then you have to add this to your x and y sprite position.

    your example r=10 angle=180°

    x = 100 * cos(180°) = 100 * -1 =-100

    y= 100 * sin(180°) = 100 *0 = 0

    add this to your sprite position xy an you have your new point.

    Look wiki for more Information

    https://en.wikipedia.org/wiki/Polar_coordinate_system

  • You could use the behavior-plugin from rexrainbow.

    http://c2rexplugins.weebly.com/rex_moveto.html

  • I made a little example. Is it that what you're looking for?

    drive.google.com/file/d/0B5FlDY8sggF4d0xHX2Z6eWRBYms/view?usp=sharing

  • I made something. Maybe is what you looking for:

    drive.google.com/file/d/0B5FlDY8sggF4b2x5N3g3ZEZjTDA/view?usp=sharing

    There are two 'characteristics' or 'special feature' in this capx.

    First I had to check a range of Y values. Normally it hat to be enough to check if Y-position of the enemy is equal to the Y-position of the player. But if the player is fast enough it will not trigger this event, because the player is faster then 1 pixel per tick and will not hit this exact value. So I had to check a range.

    Second don't use mirror to turn your enemy. If you do the angle of facing will always 0° you have to use 'set angle'

  • I don't know how do you control the speed of your sprite, but you can do it like that:

    make a Instance Variable for your player, something like speed.

    then events and actions:

    System every tick -> player move forward player.speed

    Touch on touched player -> player add 1 to speed

  • That was my failure. It should collide and teleport to the other line. Problem was that it teleport in the line not behind or before so without the variable to do it only one, the sprite jumps back and forth. With variable it looked like it would not collide and to make it worse the cloned line was thicker than the one from the new made sprite. So it only teleport in the line of the cloned sprite.

    So it was my failure.

  • You have to use a global variable to have access to a value from every layout.

  • That is because your two following events. The second event will immediately overwrite the result of the first event if the value is above 2.

  • Maybe because you only look for less than 2 or greater 2 not for equal 2.

    If your variable is 2 nothing will happen. Same for zero.