Chansen's Forum Posts

  • I guess, very few people know about multiplayer in construct 2!!

  • Hello folks. I've been struggling to make my game online so that people can challenge each other.

    Google has been a great help so far and so have the pre-made templates for construct 2 about multiplayer.

    I just can't seem to make it work has i want it to.

    My problem is that, when im opening too windows and logging in with different alias, the pathfinding controls do not work correctly on the peer player.

    It's working great for the host player.

    Obviously i want them to be controlled individually in each seperate window.

    Capx - Dropbox

    The game im making, is supposed to be for android only.

  • You should be able to use the "bar" function of the Pin behavior for this.

    See this example .capx.

    Genius !!!..... This didn't even cross my mind.

    Cool capx name btw.

    Thanks a bunch buddy. Much appreciated.

  • Odd question, is it possible to create such systems as in the Genital Jousting game for ps4 ?

    I'm talking about the animation part where if you turn left and right the penis will turn/bent accordingly.

    A capx would be a great help.

  • Chansen

    Try passing Cube as paramater (0) from Function "newrow":

    On Function "newrow":

    System = Set Cube to :Choose(1,2,3,4,5,6,7)

    Function Call "cubespawn"(Cube)

    Thank you for your reply, im not quite familier with the f.param yet, i don't understand the way it works.

    Could you make an more indept exampel of what you mean?

    Also how do i create the objects i randomly choose On Function "newrow"?

  • Can't seem to figure out how i can create as many objects as one global variable shows.

    [quote:31dwjc8w]Example:

    On Start of Layout:

    Function Call: "newrow"

    On Function "newrow":

    System = Set Cube to: Choose(1,2,3,4,5,6,7)

    Function Call "cubespawn"

    On Function "cubespawn":

    Pick a random GridSystem instance: Here i want to create the objects according to what was chosen for the global variable eg: if it choose to set the variable to 4, i want 4 objects being created at once

    Please do tell, if there is any easier way for doing this.

    Im kinda stuck from here on, been trying a lot of stuff but not really gotten my result i wanted.

    Hope you're able to help me.

  • Here you go.

    http://www.sizzle-games.com/headsup.capx

    Thank you Sizcoz. You've been a great help.

  • Ok check this out.

    Is this what you are looking for

    Put sound on and volume up

    You have to be in resting position, screen facing out, and touch the screen for it to start, then tilt like the diagram.

    After tilting (answering)you have to return to resting position and touch again for another go.

    http://www.sizzle-games.com/heads_up_example/

    You would have to use some calibration to determine whether the phone is buttons up or buttons down, but it essentially will work either way.

    That's exactly what i'm looking for. Could you put your capx so i can get an idea of how this is done

  • >

    > > Ok, I found this for best results.

    > >

    > > 1 Restrict Beta by clamping it e.g Every Tick> Set YourVariableName to clamp(int(touch.Beta),-50,50)

    > > 2 If YourVariableName >16 Simulate 8 Direction Pressing Down (or use Bullet)

    > > 3 If YourVariableName <16 Simulate 8 Direction Pressing up (or use Bullet)

    > >

    > > Hope this helps

    > >

    >

    > Could you demonstrate with an example (maybe a capx) ?

    > Been trying to do what you said, but can't seem to make it work.

    >

    Is this what you are looking for?

    http://www.sizzle-games.com/Up_down/ Works on mobile only.

    If so here is the capx http://www.sizzle-games.com/up_down.capx

    You're getting closer

    The idea is there, but its missing a resting point.

    Think of it as you're holding the phone to your forehead and when you nock forward it will be the correct answer and nocking backwards is the not correct answer.

    So when your head is straight, nothing should happen, which also means that there needs to be a bigger resting point so that people don't by accident give an answer.

    hope it makes sence.

  • Ok, I found this for best results.

    1 Restrict Beta by clamping it e.g Every Tick> Set YourVariableName to clamp(int(touch.Beta),-50,50)

    2 If YourVariableName >16 Simulate 8 Direction Pressing Down (or use Bullet)

    3 If YourVariableName <16 Simulate 8 Direction Pressing up (or use Bullet)

    Hope this helps

    Could you demonstrate with an example (maybe a capx) ?

    Been trying to do what you said, but can't seem to make it work.

  • Hello Folks. Been trying to get my game working with the phone tilt controls.

    I want the game to be able to recognise head back(I don't know the answer) tilt and head forward(I knew the answer) tilt.

    exactly like the game Heads up for android.

    Im using Touch - Compare Orientation - Beta.

    I got Beta greater than 50 for the head forward tilt.

    and Beta less than -180 for head back tilt.

    Im not sure if those are correct to use cause they don't seem to do the job that precise. It does work but its not perfekt and it kinda needs to be perfekt so the player don't get the wrong result at finish.

    Hope someone can help me on this one.

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  • every 1 sec

    ball overlapping sprite --> add 1 to instance variable

    else --> set instance variable to 0

    instance >= 2 --> destroy ball

    Thanks buddy, it works perfectly.

  • Hello. Im trying to figure out how i detect if my Ball has been overlapping a sprite for x time so i can destroy the ball afterwards.

    I can't seem to figure out how i get it working, guess im just stuck atm :/

    I hope you can give me some example on how this could be done easily and lightly.

    example:

    Ball is overlapping sprite("balldestroyer") for 2sec after that the ball gets destroyed, allthough the ball cannot leave the area of the balldestroyer, the ball HAS to be within the balldestroyers X and Y to be destroyed after 2sec.

  • I don't use the default physics in construct, so I'm not sure. I checked and it looks like there isn't a simple method for detecting that.

    If you use Chipmunk physics behavior, there are conditions and expressions for checking if an object is colliding, and other stuff, which would make it easier to determine what the object is doing.

    Allright. Thanks a bunch for the help. Much appreciated.

  • system condition: pick nth instance: ball.count-1

    that will pick the last instance that was created.

    To detect is ball isn't bouncing, depends how your bouncing is implemented. How is your bouncing implemented?

    Using Physics on my ball with the Elasticity set to 0.8.