Asmodean's Forum Posts

  • Sorry, but I don't understand this sentence.

    Because the item that i want to show on the last created platform keeps going to the last created platform instead of being there until reaching the bottom or player touching it.

    Do you want that the item to remain on the 'last' platform where the item is created and is not exclusively on the last created platform?

  • You can do like Newt here suggested and use Pick nth Instance and Sprite Count.

    System Pick Platform instance Platform.count-1 -> do something.

  • crynof

    You could use 'overlapping at offset' if player and box both are solid.

    Something like:

    Player Is overlapping Box at offset(1,0) -> die

  • That is not only for preview. It is how your game 'behave' in a browser in fullscreen.

    Here is a explanation of the different modes.

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • You have to set in the 'configuration settings' 'fullscreen in browser' to something other than off.

    The 'configuration settings' are on the left side, when you click on the project name in Projects windows on the right.

  • If your bullet has bullet-behavior and you spawn your bullet at an imagepoint of your sprite, the bullet should fly in the direction your sprite is facing. You can see this in Ghost Shooter Example.

  • What works for me to fix that.

    Go in your plugins folder with the spritefonts on the right side in objects, click ones on your font2. Now all your text with this spritefont should be selected. Move all the selected text with the mouse. It should wobble a little bit, is that wobbling all gone it should be fine.

    That works in mine project in and it seems to work with your capx.

  • ..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