eli0s's Forum Posts

  • If you overlay a damage texture on top of the rifle (something like a noise texture) and use a multiply or darken or even overlay blending modes (webGL effects) you will achieve this result. Just alter the opacity of the noise texture, to give different stages of damage.

  • Isn't this what you describe?

  • Ruskul , even without the hack (I am referring to the pin behavior or the solution that marcelokohl suggests) the object behaves as a kinematic, it just isn't very precise. I am not arguing about the need for kinematic objects, I am just saying that there are other ways to achieve similar results.

  • It's a bit of a mess on the eye, mostly because of the comments, but I tried to be as thorough as I could.

    For some reason, sometimes instead of 2 balls, 4 balls are being created. I don't understand why, perhaps some more experienced forum member can elaborate on that

    I hope you like it

  • I think it works with events but not with behaviors. A physics platform that moves with the sine behavior won't work for example. Other (dynamic) objects on top of it will look like they "slide" as it moves left and right. The same movement with events will produce different results. Take a look on this topic: https://www.scirra.com/forum/viewtopic.php?f=147&t=104406

  • Try with the latest stable as you say, and if the problem persist, contact Ashley-make a post on the bugs forum. He is always trying to help.

  • I don't really understand the mechanic that you are trying to implement. Will you have a pallet of some short that the user will pick notes and sequence a melody..?

    Perhaps the drag & drop behavior will help you with the first part. You can use the "System | create object" action to create the text object at any time.

    The difficult part will be to assign those text notes into a correct sequence and link them into the sound system. But maybe I am completely wrong here, as I said, I don't quite understand the mechanics of your app.

    If you provide more info, perhaps me and/or some other forum members can assist you with that!

    Anyway, keep it up!

  • A0Nasser thank you very much!

    I contacted you (pm) about the loading problem, if you can be so kind and answer me, perhaps you could help me sort this out.

  • A0Nasser I am glad that you like it and that I was able to help

  • I am trying to make a piano keyboard but use instances of one sprite which represents one of 12 keys.

    I'd like to have a different color for every key.

    English is not my forte ( ) but what I understand from this paragraph is that you want instances of a single Sprite to form the piano. That is exactly what I have made in my example.

    [quote:2tyhlm1g] Should I just make 12 sprites?

    I know nothing about exporting on android, I don't care about phones and tablets, but I find that using 12 different Sprites for each note is highly unlikely to affect performance. If you find that using the variable system on a single Sprite too complicated, you can use 12 sprites with no problem at all.

    [quote:2tyhlm1g]Basically, the app is really simple.

    All there is is a piano keyboard with keys that have a one frame animation.

    Plus, there would be notes which can be dragged on screen to make a composition.

    This part sound way more complicate than the piano part. You really should read some of the basic tutorials. If you can warp your mind around action script, C2 event programming system will feel like a cakewalk.

  • vancouver I don't understand, isn't this already covered in your other Topic (https://www.scirra.com/forum/viewtopic.php?f=147&t=105720)?

  • alemar Thank you so much for your kind words

    april123 Thank you very much

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  • Ldk thank you very much

  • A0Nasser thanks!

    That was probably due to adjacent polygons having more than 180 degree angle between them, and the speed of the Player's movement/Rock's rotation making the Player losing contact with the Rock. A workaround that I can think of on top of my head would be to pin a detector object just below the Player in a way that it overlaps with the Rock while the Player walks upon it, and add a condition that states that the falling animation can be played while the detector object is not overlapping with the rock.

    Here is an example

  • pirx

    p0tayters

    If you don't have many objects that have more than 8 polygons, you won't have any problems exceeding the 8 point count. I have used more than 20 points with no problem at all. Alternatively, you can break down your complex shape (in your case not so complex, but never the less...) in to smaller ones with fewer polygons and combine them to emulate the high poly shape.

    Have a look at this topic (https://www.scirra.com/forum/viewtopic.php?f=147&t=101552), I had made a capx that uses both methods to illustrate the procedure.