EpicRaid's Forum Posts

  • Hiya,

    Thanks man! That works great and it's so simple.

    One thing that happened to me, was that when I changed the starting angle of the Car to anything but 90 or 180 degrees the Car would 'jump' to either 90 or 180 degrees angle and start rotating towards the first waypoint from there.

    Fortunately I was able to 'fix' it by putting the Every tick line below the Space bar key down line.

    Not sure why it works like that but it does.

    Anyway another medal for your help!

  • dop2000 Basically I'm trying to get the PlayerCar to follow a simple route to the end of the level.

    Currently I'm using pathfinding but it doesn't work as expected. I just want the PlayerCar to follow a line/route. I could use the MoveTo behavior plugin or something similar like manually programmed but then it won't take a smooth turn, instead it abrubtly changes its angle.

    Is there any simple way to make a sprite follow a route with the on Touch GasPedal 'system' you posted? And that it will take corners smoothly?

  • Try this:

    > Is touching GasPedal
    	Set pathfinding max speed to min(Self.Pathfinding.MaxSpeed+4, 200)
    
    Else
    	Set pathfinding max speed to max(Self.Pathfinding.MaxSpeed-4, 0)
    

    Ah yes cool that works! Thanks!

  • Hiya!

    Thanks. I inserted the code, but upon game start, the PlayerCar moves a bit forward, stops, and isn't responsive to touching the GasPedal?

    Also, what does 'min' and '1.05' mean? 200 is the max speed?

    Thanks.

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  • Hello,

    I've got a simple setup here; I move the PlayerCar object when the right Pedal is touched.

    Now unfortunately there aren't any 'Decelerate' or 'Accelerate' actions?

    So right now it abrubtly halts and moves. I'd like it to decelerate when GasPedal isn't touched, and accelerate to its MaxSpeed when it is touched.

    I'm sure there's a simple solution for this, I just couldn't find it.

    Thanks!

  • Hello AllanR,

    Thanks for your response.

    But I actually already know how to do all that.. I just want the game to auto-detect if I'm on desktop, and adjust the game's width and height to a fixed size. Simply to make sure it doesn't fill up the whole screen.

    So when the game is accessed on PC, it'll load mysite.com/Game, same URL for mobile. Thing is, like I mentioned, it'll eat up all the space on PC, while that's when I want fixed dimensions. Because on big screens it'll be all blurry!

    Hence I'm asking if there's any way to have the game to detect on which platform you are, without having two versions of the game (due to different export settings) but apparently there aren't any actions available to set the game's dimensions?

    Any ideas?

  • Anyone? Sorry for the bump.

  • Hi,

    Did you mean 'Set Fullscreen Scaling'? Because that only let's you choose between low and high quality.

    I think I checked all actions, I don't see any actions that I need.

    Or is that action you suggested only available in C3.

    Thanks again.

  • Hello,

    Well I already know how to make it responsive across devices, I just want to scale it to a specific fixed size on desktop, using only one export.

    Say I use Scale Outer, and want the game to scale to 540x960 pixels on desktop only. Basically mimmicking Full Screen in Browser: 'Off' setting.

    I saw the; Is on Platform > HTML5 Website > Set Canvas Size, but that doesn't seem to work. Probably because Scale Outer is still applied.

    Thanks.

  • Hello,

    I designed my games originally for mobile devices, but want them to be played on desktop as well.

    Thing is, I've got my settings at 'Scale outer' for the export. This is a necessity for mobile.

    Now is it possible to somehow program that when on desktop or not on mobile device, to have the game scale to certain dimensions?

    I only see one way to do it; export two versions. One with Fullscreen in browser to 'Off' and the other to 'Scale outer'.

    So I was wondering if there are other possibilities to prevent having two exports of the game, so they can always be accessed at the same URL.

    Thanks!

  • Another issue, the message is in the forum of C2, it is possible that many users of C3 do not see this and do not participate.

    This.

    And I also use C2 because of C3's yearly fee. I really don't see any good advantages over C2. Except maybe some export options like mentioned, which I don't use any way since I don't make apps.

    You will have to pry my C2 license from my dead cold hands!

  • I often get this error:

    Error 524 Ray ID: 4c8f7ba76c57bdf2 • 2019-04-17 15:39:35 UTC

    A timeout occurred

    Why is this happening? According to the page I get it's on the hosts end.

    Thanks.

  • Ah, with 'pull' you meant 'put'. I put the defect part into a seperate function, and added a Wait 0 seconds before I called that second function.

    Thanks for that tip.

    Hey, why did it not 'work before'? I'd like to know the logic behind it.

    Thanks.

  • Hi!

    You're right. I stripped my working Capx to the basics, here it is:

    mediaconceptfactory.com/test/CarSample.capx

    I checked the variables in the debug editor, and they are changing and increasing, for every part.

    It must be something simple I'm overlooking, although I can't find it.

    Thanks!

  • Heya,

    Thanks, I did that, only now nothing is happening. The car parts don't ever change to frame 0.

    The only thing I changed is to assign the CarPartID individually to CarPartID variable like you said?

    See:

    I don't know why it's not working? Thanks!