Borgi's Forum Posts

  • Hey all!

    What am I doing wrong?

    I tried to create a pinball flipper, but the pivot point is a bit "sloppy". I tried to change the "PAD_FORCE_STRENGTH" too, but it does not help. (I want it to move quickly anyways.)

    It is obviously moves away from its original position, then slides back after a while. Is there a way to get rid of this extra movement? It looks like I am using the wrong joint, because it is not the "pin" like in the default physics.

    Thanks for your replay and help!

  • Hello there guys!

    I just wat to ask if there is any method to set the volume of the right and left channel of a sound file seperately?

    I searched everywhere and I could not get an answer.

    All I could do is save my sound files as "left channel only" and as "right channel only" files, start them at the same time and play with their volume seperately. But it is quite ugly and a pain to create all these files, sice I can not do it as a batch job.

    Do you know any extension which allows me to do this? Or anything I missed in the manuals?

    Thank you!

  • Messing with procedural animation. No frames here, just a stack of sprites being rotated, stretched and squashed.

    Here are the individual parts all spread out.

    Amazing idea and implementation!

    As a retro lover I love keeping pixel art stuff and enhace it with modern computing capabilities!

  • very well done, keep up the good work!

  • A possible solution:

    Create a valiable named, for example: dashHelper

    if dashHelper > 0 -> Set dashHelper to Max(dashHelper - dt, 0)

    if player moves (or just check for left/right movement)

    and dashHelepr == 0

    • > set dashHelper to 1 (or something smaller, bigger, try it out how you want it)

    if player moves (or just check for left/right movement)

    if dashHelper > 0

    -> make the player dash

    Hope it helps

  • If I were you, I would start with something more simple to learn. Try just to have "one save" with only a continue button. So the player can always continue on the latest level he/she has reached.

    You can save the current level reached by the player with for example webstorage.

    https://www.scirra.com/manual/120/webstorage

    For example:

    When a level starts, save the current number of the level. You can do this with: the action "Set local value".

    And when the user clicks the continue button on the start screen use: System -> Compare two values -> WebStorage -> LocalValue

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  • Updating some of the animations in Razzia

    looks awesome!

  • Where do you store "star" ?

    Can you share the capx?

  • This will be a good start:

    https://www.scirra.com/tutorials/533/fo ... ing-screen

    Have fun!

  • Create a Family for your sprited, put all of them in there, after that you can call "Set visibility -> Visible" or "Set visibility -> Invisible" on the family. This will set all of them visible/invisible.

  • There is a "Set frame" action on sprites.

    [quote:2cz94s40]Set frame

    Set the current zero-based animation frame number that is showing. The animation will continue to play at its current speed.

  • sound great guys, thank you!

  • Or you can also you can compare the angles after you round them, that sounds a lot more simple.

  • Really nice!

  • The Angles you set from the editor might not be that accurate values. As I could check it in debugger, the lower LBGShape was like 90.000000SOMETHING degrees. Try checking if the angles are equal with abs(Lshape.Angle - LshapeInBg.Angle) < 0.1

    And I find that checking with overlapping with that huge offset is too much. I would not use that, because it usually 2 of the LBGShapes are picked. I would suggest you to use simple overlap instead. But I think the main problem was the angles, you can figure the rest out!

    Good luck!