danno55's Forum Posts

  • hey guys

    im having trouble figuring out how the spawn new object action works whith physics enabled....

    1st, if your spawning a new instance, you need an instance of the object already somewhere on the layout but can bee off screen, correct? how do you keep that instance that is hidden off screen from falling if you want the new one that spawns to fall?

    thanks

    Dan

  • hey guys...I am assuming there are copyright issues with making a clone of a retro game like space invaders or something and then monetizing it? is that the case?

    thanks!

    Dan

  • lol! thanks, I cant believe I didn't see that!

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  • hi

    im having a little trouble finding an answer to how event sheets and layouts are related

    I have issues it seems when I add a layout and then add an event sheet for that layout...do you have to link that event sheet to the layout? if you have just one event sheet for multiple layouts, how does it work with "on start of layout" events?

    there have been a couple times when I add a layout by copiying an existing layout and then separately add an event sheet to capture the differences in the events in the second layout but it doesn't seem to work that well doing that...

    thanks again1

    Dan

  • I guys...

    ive read the supporting different display sizes tutorial and have a few questions about screen sizes and how that relates to window size and also scaling layers

    if I wanted to make a game only for latest ipad for example, id set the window size to 2048x1536 right? what I want to do is only show about half of the layout in the window. so the layout would be about 2x the size of the ipad screan size...

    but I also want to zoom out and zoom in by changing the layer scale. when zoomed in, I want the graphics to use the full 264 dpi resolution of the retina display....don't want to zoom in and loose resolution...

    so I need to design all the graphics to the zoomed in display size correct? so how do I set that up when 1. creating the original graphic, and then 2, putting that graphic into a sprite in the layout so that when the layer is scaled x 2, it still retains full res on the screen.

    for example...I want my graphics in the layout to hold 2 times the resolution that would be needed for the size of the sprint in the layout...becacuse when I scale the later to 2x, I would want the graphics to not get pixelated....

    is this the best way to do that? does this even make sense?

    thanks

    Dan

  • Hi Guys

    Can you change the size of the layout during the game? what I would like to do is a the beginning of the game, have the whole layout visible...then have the view zoom in to the main sprite for a close up view for the rest of the game...id like to have the zoom be a dynamic or gradual effect...as opposed to happening instantaneously....

    thanks!

    Dan

  • hi guys

    so when creating a game thats primarly going to be for iPad, whats the best way to create graphics....do you want to create the graphics/sprites in the same pixel size that you intend to have on screen? or can you create the original art at any large size, then resize when you create the sprite within c2? for example, i have a png graphic that was created as 1000x1000. i import into the layout and then resize it to the size that looks right. if i resize to 40x40 in c2, is it wasting memory or does c2 actually only use the resized smaller graphic?

    the reason i ask is when laying out the game, i dont know exactly the size i want to sprite to be and may have several sprites that use the same png file but are just different sizes.....can i use the same png file and resize in the layout or is it better to figure out what size you want and then make the png file that size?

    thanks!

    Dan

  • excellent thanks!

  • What if I just want it to be weightless?

    Thanks

  • for some reason, when I change density to 0 on an object, it still falls....is that supposed to happen?

    thanks

  • im trying to make a physics based game with revolute joints to simulate a linkage between bars...but the joints are "loose" as in they don't act like pinned joints...there is "slop" in them as if they were connected by springs instead of fixed position joints...

    any ideas?

    here is the file

    dropbox.com/s/t50fu2jf1sss114/mygametest.capx

    thanks

  • ive got physics based experiment file here...what I would like to do is have the mouse be able to click and smoothly control the angle of these linked bars. What I did was create the small green object as a way to create a distance joint to the blue vertical bar, and have an action that sets the Y position to the mouse.y position when clicked....

    it works but it isn't smooth....I wish I could just set the position of the blue bar to the mouse, yet still have its revolute joints hold...

    any ideas?

    dropbox.com/s/t50fu2jf1sss114/mygametest.capx

    thanks

    Dan

  • never mind I figured it out...need to use the disable collision as an event not in the properties....

  • hi guys

    ive got a couple of physics objects in my layout and am not wanting to collide with each other, so I disable collisions in the physics property but they still collide...is this a bug?

    thanks

  • hey gang

    im trying to figure out how to approach what I need to do. Id like to create a game that has planks that are fixed in the center kind of like a teeter totter, but there will be many of them in parallel links...think of several planks in parallel one above the other each fixed to the background at the center with a pin or a revolute joint, and then links that connect each plank to the one above it at the ends....

    I want to be able to have the player be able to control the position of this array of planks with a touch control and the goal would be to use the tilt of the planks to control a ball that rolls down the planks

    it seems physics would be the way to do this, but I am having touble coming up with a way for the player to control the position of the planks...ideally it would be a click and drag kind of think but that seems to have problems when using physics......

    any thoughts?

    thanks

    Dan