caiorosisca's Forum Posts

  • How exactly is the path to follow, you can use waypoint and lerp to them. if it's a simple sine, there's the sine behaviour which you could try out, try adding more than 1 to see the effects, 1 vertical and 1 horizontal for example

  • How are you stopping the game?

  • I wouldn't use platform behaviour for the blocks.

    Using your example, instead of simulating pressing right for the block, try set position to: Block.X + Player.Platform.Speed

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  • I'm not sure it this works in C2, but everytime you add score, I would try a comparison between two values, score%10 and 0, if true add a life. score%10 returns the rest of the equation, so if score is a multiple of 10 it adds a life.

    blackhornet, this solution would end up giving the player, 1 life, then 2, then 3 and so on if he doesn't subtract 10 from score.

    You can also use blackhornet's solution together with a 'hidden score', everytime it reachs 10, add a life and subtract 10 from it.

  • This should guide you

    dl.dropbox.com/u/23551572/C2/trailNoCanvas.capx

  • Make a boolean switch to activate the event only once.

    Setup a flag and add a check for it together with your Space is pressed/ Space is down event, then activate the flag inside this event. Then when your player touches the ground reactivate the flag.

  • Haven't tested this but you can try.

    Create an object that follows your mouse the whole time. When you click the object you want to throw create a joint between it and the object that follows your mouse, then on button release destroy the joint.

    Should work.

  • Animate in flash, export a png sequence, then import all the frames into a sprite

  • Are all frame's speed correct? Aren't you changing them at the wrong time? When animation change is it starting from beggining or currentFrame?

  • On Every Tick> Add Player.speed *dt to totalDistance.

    From Auto-Runner template. Have a look at it.

  • I'm not sure if I understood what you want. Put all the images you want into a single sprite, set animation speed to 0, set image point to bottom on the whole animation.

    Then spawn your object, set frame to floor(random(0,numberOfImagesYouHave)), set collision to disabled.

    Is that what your are looking for?

  • Add an instance variable to your balls, something like shouldAttract, on your second example, instead of what your are doing, just set shouldAttract to true(or 1), on both balls. Then use your first example to attract them, but also check if ball.shouldAttract is true. Does that work for you?

  • I'm having trouble with some levels in my game, for some reason collision stop working sometimes, I have no ideia why that happens. On level 5 for example after you play once, hit retry and then hit play, the ball just falls through the see-saw without moving it. Can someone please have a look and see if I'm doing something wrong? I enable collision between the 2 objects everytime I hit the play button, so I see no reason for it not to work.

    Thanks in advance.

    PS: Objects at the bottom are draggable.

    [EDIT]

    drag ball above seesaw

    play

    ball hits seesaw

    reset

    play

    ball fails to hit seesaw

    but if you drag ball around after reset and then back to above seesaw it works (most of the time)

    [/EDIT]

    Full version project:

    https://dl.dropboxusercontent.com/u/392 ... oHelp.capx

    Reduced project demo with physics problem:

    https://dl.dropboxusercontent.com/u/392 ... mDemo.capx

  • I'm making a physics puzzle game and getting some weird bugs in my game, sometimes collision doesn't work and objects go through each other. Can someone please have a look at my capx and see if I'm doing anything wrong? Mainly at level 5, it runs ok, if I click on reset and play again the ball just goes through the see-saw.

    https://dl.dropboxusercontent.com/u/392 ... oHelp.capx

  • Thanks guys.

    RamPackWobble, Overlap at offset is great for this, didn't know how it worked.