bachrock's Forum Posts

  • Are you changing the sprite collision mask or the Physics collision mask? The physics properties can specify Circle.

    I'm changing the physics collision mask.

  • So I have two circular sprites in a physics based game I'm working on. Sometimes collisions between them work as expected. Other times the collision will be detected when there are about 64 pixels between them. I've tried changing the collision masks, but that doesn't seem to change anything.

    Any idea what's going on? Thanks!

  • What do you know, the problem doesn't exist when I preview in Chrome instead of Firefox.

  • I want to give a tile map a velocity, but it seems to act like I want to create lots of tile maps. What's going on?

    dropbox.com/s/6rkem7cyi32ye6p/tile%20map%20test.capx

  • No it doesnt keep counting them hahah.

    Its a method to generally detect the second or third touch, like the double tap.

    Generally youd be aiming for 0.

    Just imagine if you use two fingers to swipe two different slab,one of the swipes would have 1 :)That would make a lot more sense.

    Anyway, I get all these concepts, but am still not sure exactly how to go about this. How do I create just one projectile per swipe?

  • the index nmbr is the nth touch

    like

    0 = first touch

    1 = second

    etcOk. I want this to work on every touch so I don't see this working. Unless it resets every time and the purpose is to keep track of fingers on the screen at the same time.

  • Manual entry

    AngleAt(index)

    AngleForID(id)

    Get the angle of motion of a specific touch in degrees by its zero-based index or unique ID. A touch must be moving across the device screen for this expression to contain a useful value.

    You can also get the angle of your swipe with Touch.AngleAt()I've read the entry and don't quite get the terminology. Do I just put a zero in the parenthesis?

  • Make variables for touchstartx and touchstarty and check them against touch.x an touch.y to see the general direction of the movement is.Ok, there's a start. Many projectiles were created this way. so I did this:

    "trigger once"                          create projectile

    "touch 0 speed >5000"

         "touchstartx+300<touch.x"          set bullet speed...

                                            set bullet angle...

    Sometimes this works, but mostly projectiles will only go the right. I have no idea why.

  • I'd like to be able to swipe in either directions - up/down/left/right - and have a projectile launch from a character in that direction. How would this be done?

  • You have an earlier instance on Layout 1 - Level:BlockSlivers. C2 is using that as the master . You have Fade at start set to Yes on that one.Aha! Thanks! I didn't realize that's how it worked. I've probably run into this problem before.

  • I'm creating objects in the beginning that I want to fade away when clicked. Instead, they fade away as soon as everything's loaded.

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  • Set Active at start to No.This works for objects already created, but not those that are created later. I'm wondering about the latter.

  • Is there a way to create an object with the fade behavior that doesn't start on creation?

  • toralord

    I know how to detect this mathematically. I'm looking for a graphical way to show the ranges to the player.