jayderyu's Forum Posts

  • I just wanted to say thank you to clay.io team. I am usually hesitant to use external plugins unless required to. However after looking over the clay.io plugin I decided what's the harm to just stick it the folder for a quick look over of features in the event and actions....

    I'm impressed. Though there is no active game uploaded it ran with no problems. I'm a pessimestic person about such plugins and assume errors will crop up making implementations a hurdle. I was however mistaken and found that adding features oftens works with only errors being lack of api key at the time. Now I'm looking very much forward to adding achievements and leader boards.

    Which sorta sucks now because I need to work Clay.io into my menu's now I'm looking into a menu page to add clay.io features. Looking very much forward to using Clay.io.

    edit: sorry, number of spelling typo's that had changed the context of the what I was a LOT. going over for fixes. I'm bad a grammar, but usually not that bad :D

  • Are you trying for relative position using a Parent Child model for ball B

    or

    you want to PIN(behaviour) ball B to ball A.

    As I understand there is no Parent Child behaviour for sprites :( I've pinned objects to another, but unable to move them completely.

  • your should be posting in the forum where the plugin is. This could be a bug in his code and he should know about it.

  • Could you please expand on that. Are you refering to a 2d platformer? a top down map? isometric?

    For such things an example image is always a fantastic reference to use :)

  • There are new expressions in the touch event that you also might find useful.

    AngleAt(index)

    AngleForID(id)

    Get the angle of motion of a specific touch in degrees by its zero-based index or unique ID. A touch must be moving across the device screen for this expression to contain a useful value.

    SpeedAt(index)

    SpeedForID(id)

    Get the speed of a specific touch by its zero-based index or unique ID. Touch speed is measured in canvas pixels per second, so is not affected by scaling the display.

    AngleAt(index)

    AngleForID(id)

    Get the angle of motion of a specific touch in degrees by its zero-based index or unique ID. A touch must be moving across the device screen for this expression to contain a useful value.

    scirra.com/manual/119/touch

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  • You can try the A* plugin for path finding.

  • 1. Yes that looks right for the size layout. No you don'y need much height. You can make your Y equal to Window Height.

    2. Create them in a Controller Event sheet. Then include the even sheet into the layout event sheet.

    3. I'm not sure what your saying.

  • you could try use the bullet behaviour on your "ball". set gravity, set bounce off of solid.

    Create a sprite where you will destroy the ball and do your animation thing.

  • Well for the random of locations try this. Use the thoery base and not literal.

    Create sprites to be spawn locations. These should be the same sprite, but instances. ie copy and paste or created at specific lcoations

    on every X seconds

    ->system.pick instance spawnsprite object, random(0, spawnSprite.count)

    ->create monster (layer, X=spawnSprite.x, Y=spawnSprite.y)

    ----

    for Drag and Drop towers and stuff

    create a row of Icons(which you probably have)

    create a Drag and Drop Tower for each icon(as you probably have)

    put the D&D towers over the icons and set to invisible

    on MouseDown on D&DTower

    set D&D Tower to visible

    on Release of Mouse

    check to validate tower position

    if true

    -> create game play tower at XY location

    ->set D&DTower invisible

    ->set D&DTower position to ojbect(icon)

    -----------------

    as for fighting

    here is my suggestion

    put a invisible sprite sensor over each tower(this is the range)

    for each enemy

    collision with sensor

    -> rotate tower(that belongs to the sensor) towards angle(tower, enemy)

    ->check angle change. If angle change = 0. Shoot

    sorry that I'm not going to do a tutorial. but doing this is most of the core game play. I'll help people to get on the right track, but not one to make the game for them :D

  • Well I never tried to same collision and if that is not working for you; you can try this. Create an invisible sprite over your object, pin it. Then compare ObjectX to ObjectY.

  • alspa is the right route for this

    however I would suggest

    degree * 60 * dt

    that way it's the same among different FPS rates if there are any dips or different power.

  • I have found no way to do it in a single event check. You can try to work it with a sub event check.

  • socket.io & nodejs

    seem to be the most popular path to take.

  • assign bullet to object.

    when you want it to move to said location

    event whatever:

    -> set bullet angle(or angle of motion) angle(bulletX/Y, targetXY)

    -> set bullet enabled

    then do whatever you want to disable the bullet upon reaching location

  • Well that nicely explains it :)