frostyelk's Forum Posts

  • Made a quick update.

    • Made the steeringwheel return to its inital angle when not in use.
    • Fixed the gas and break pedal so they gets pressed down even when keyboard arrows are used.
  • I finished the file for ya....

    I got a little carried away and added more stuff than i needed to, but feel free to use any thing i added in the file.

    What i have done is that i fake the steering-wheel with invisible controls. So if you touch left or right on the steering-wheel the car will turn.

    In the demo below i have also added keyboard controls so that you can test withour a touchdevice. Use the Arrow-keys to steer, gas and brake.

    Playtest the demo here:

    http://www.frostyelk.se/carwheel/

    Download the .capx file from here:

    https://www.frostyelk.se/carwheel/Car_SteeringWheel_Demo.capx

  • I will post a clean version for ya...with a steering wheel.

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  • Yes!

    You have one value at facebook to use. So you can use this as a score or what level the player is at etc.

  • Use 2 variables and compare them.

    When you need to check it, set the current Angle to variable 1, wait 0.1 set angle to variable 2, check if its bigger or smaller.

  • Easiest way would be to offset the origin of the sprite and use the Rotate behavior.

    But if you are looking for a more complicated thing, like using physics and hinges and pinning objects, then it can be as complicated as you want or need.

    You can also use other behaviors, like a Bullet. Then change the angle of the bullet constantly.

  • Is this the kind of steering you are looking for?

    http://www.frostyelk.se/FrostyRacer/

  • I dunno how they do it in fighting games. But my guess is that they use a timer and during X time they listen for another keypress.

    So in short, while the timer is not 0, you add keystrokes to a variable. And when the Timer reaches is limit, the variable is reset.

    The only downside i can see with this is that a normal attack that is not a combo would take a little longer to execute as you need a little delay before you execute the action. But the timer time needs to be really short.

  • I think you are looking for this: https://www.scirra.com/manual/82/includes

    and also maybe Global layers: https://www.scirra.com/manual/85/layers

  • Have you tried looping through all of the sprites? For each _ _ _

  • No you can´t.

  • Use: angle(x1, y1, x2, y2) to get the angle between the 2 objects.

    Then you can be even more fancy and use: distance(x1, y1, x2, y2) to calculate the distance between the objects, and depending on how far they are, you can make them wave less.

    So you will need some form of collision detections first, then you can just loop through each grass sprite that is touched and use the above calculations.

  • I guess there are several ways to do that!

    You can use the Behaviour "Bound to Layout" to keep the sprite inside the layout at all time.

    You can also check if the Sprite.X is smaller or bigger than and move it to 0 or 480.

  • Testin on real devices with real builds are essential but it´s also very expensive.

    We have just started to build our test central and it is already becoming a money eating machine. So if you can use friends and family, then it would be the best way.

    We have multiple devices of all sorts, the worst and most expensive is the iOS stuff. We recently had a huge problem where our iPad Air and iPhone 5 and 6 worked perfect, while the testing group at Apple denied the app, due to that it got messed up on the new iPad Air2.

    So now we need to grab ourselves another iPad just to test our apps on it.

    Apple is also the worst in every ways as you need to add the hardwares number to your developer account for the app to be able to run on it before it is released.

    The second most stoopid thing about iOS apps is that there is no way to test the "real" build. You can only test the AdHoc builds and you need to submit the Release builds. So it´s a bit scary to submit an app to Apple every single time. Also having to wait 5-7 days before apple gets off their ..... and test it and replies makes it even worse.

    You also need one hardware running OS X in order to submit the app to the appstore. So if you dont own a MAC you pretty much do not wanna get into iOS apps anyway.

  • I usually do it the same way as you do. Create on Start an show on End of layout. In my experience it only takes 1-3 seconds for the banner to preload from AdMob.

    But if you aren't running TEST ads, then ads does not always show. Ads will show when there is one to show, if AdMob has served you with one. I would say that normal is getting 1 out of 3, but some days there are less shown also during certain hours there are less ads delivered. This is because the advertisers have declared when and where and to whom they want their ads to appear to.

    So if you get the TEST ads to show up, then everything is working fine!