cvp's Forum Posts

  • try the physics behavior instead. With that you can apply a impulse in a direction (for your jump) and you could do the same with reversed gravity for your dive.

  • you can do both. The difference is that the "mobile" template adds some objects which are generally used in mobile games.

    It is possible to add them yourself if you start with an empty project. the mobile template just does it for you.

    Try to create one of each, Then you can see the exact difference.

  • I am not totally sure <img src="smileys/smiley1.gif" border="0" align="middle" /> but as far as i know the answer to your 2 questions would be yes and yes.

    Try it out. it takes 5 seconds :-)

  • you also have to use the foreach when you spawn the beams. Have you tried that? could you make a screenshot of how the code looks now.

  • I have made a small example of how you might be able to accomplice what you are trying to do.

    Very simplified, but could be a solution.

    .capx

  • You could use the distance() function to evaluate how far the two players are from each other and then limit their ability to move in a direction which would increase that distance.

  • sounds like the origin of your animation frames are not aligned. But as ArcadEd says. An example would be great.

  • I have made a small example, which as far as i can see should answer all your questions.

    Else please ask again <img src="smileys/smiley1.gif" border="0" align="middle">

    .cpax

  • What have you set the window size to in your construct 2 project properties?

  • You have to use the "foreach" with your purpleship to make the events run for each of your ships.

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  • Yeah, look at Kyatric example.

    a quick comment. If you want the "zero" point to be somewhere else. you can just add or deduct a number each time you compare the touch.gamma/beta/alfa value

    something like(if 40 was your new zero point):

    system --> compare two values --> touch.beta >= 40

    --- whatever you want to do when the device is tilted forward

    system --> compare two values --> touch.beta< 40

    --- whatever you want to do when the device is tilted backward

    note... it might be the other way around(backward/forward), cant remember the beta numbers. But I hope you get the idea :-)

  • the Dragdrop enabled just mean that drag and drop is now possible for that module. Not that you will start dragging it.

    You will probably have to make your own drag and drop, but it is not that hard.

    just set module.x to mouse.x and module.y to mouse.y while dragging.

  • As i said it should only be a question of math. if you look at my drawing again you just have to set the scale factor to just show the enemy who i furthest away.