EgoAnt's Forum Posts

  • Download and install the Intel XDK. It has an emulator for the Tab 2 in it. I have been loving it lately, it's easy to use and can compile your apps in the cloud. Plus it's free. I like free.

    http://xdk-software.intel.com/

  • I used a simple distance calculation:

    distance(Mouse.X,Mouse.Y,Ball.X,Ball.Y)

    This will set the force directly to the distance from where the mouse was clicked (Mouse.X and Mouse.Y) to where the ball currently is.

    You can adjust this force by multiplying it afterwards if you want.

    Half the force: distance(Mouse.X,Mouse.Y,Ball.X,Ball.Y) * 0.5

    Double force: distance(Mouse.X,Mouse.Y,Ball.X,Ball.Y) * 2

  • wss is the WebRTC Signalling Server. You would need something a little more complex than just a standard hosting package. If you are feeling like really digging into this you can find a well-documented example of setting up a video and text chat application using WebRTC here: https://bitbucket.org/webrtc/codelab

    If you just want to set up the server, jump to step 5, "Set up a signaling server and exchange messages"

    I haven't tried it myself, so i don't know if this server would be compatible with Construct2 right out of the box, but it's worth a shot!

  • I missed one thing! Click on the ball and set the collision mask to "circle". Otherwise it will try to collide like a square and act a little silly.

  • I have attached a rough example using the physics engine. When you click on the screen it will throw the ball towards your mouse, and the farther away you click the more force it will give the ball.

    Let me know if you have any questions!

  • Here is an example that places an OR analysis block at the end. It is a lot like the one hornet came up with.

  • The easiest way is to start a new project and select the Turret Defense template. It has a pre-built pathfinding example you can play with.

  • I have attached a very simple example of using the In-App Purchase module in C2.

  • I was just playing with a sample and it seems fairly accurate. Try pulling everything out except a couple test items and see if they work.

    I have attached the test I did.

  • There is another way. If you are using the helicopter-style flying example there is also a property attached to the Bullet property of the tiles background. You could do something like this:

    Text -> Set Text = round(TiledBackground.Bullet.DistanceTravelled)

  • Okay, I think this should work. I added two global variables, TapThreshold and AttackTriggered. Basically the way it works is when the touch starts intouchtimer starts going up. If the player releases the touch before the timer exceeds the TapThreshold (currently set at 10 frames) then a jump is triggered. Every frame it checks to see if the intouchtimer has gone over the TapThreshold and if it has then an attack happens, even if they haven't finished their touch.

  • Do:

    System -> Every Tick

    System -> Set <YOUR GLOBAL> = <YOUR GLOBAL> + 1

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  • I'm pretty sure I can help you, but I just need to verify a few things. Do you want the player to attack mid-jump, or do you want a long touch to trigger an attack from the ground?

  • Hi Jacob, I gave a listen to some of your stuff at http://www.goateecomp.com (see what I did there? You can thank me later...) and it sounds good. I'd be interested in hearing your rates, too.

  • I'll be there! I will stop by your booth!