jeffige's Forum Posts

  • How can i use the my phone's motion sensor (accelerometer) to move a sprite?

    Compare orientation

    Compare the device's current orientation, if the device has a supported inclinometer. Alpha is the compass direction in degrees. Beta is the device front-to-back tilt in degrees (i.e. tilting forwards away from you if holding in front of you). A positive value indicates front tilt and a negative value indicates back tilt. Gamma is the device left-to-right tilt in degrees (i.e. twisting if holding in front of you). A positive value indicates right tilt and a negative value indicates left tilt.

    Touch > Gamma Orientation greater/equal "start with -8" - Sprite > Simulate pressing left

    Touch > Gamma Orientation greater/equal "start with 8" - Sprite > Simulate pressing right

  • Should be simple enough

    And this is coming from someone that's already had to help me a ton.

    Oh, on a sidenote: i got rid of your pregame variable. Somehow i got it figured out.

    Thank you again.

  • Digital Media..

    Thanks brother.

    Just looking over the things that are upcoming. Only thing left is top 10 high scores and google leaderboards before i try and export for alpha testing.

    Which i think may be like pulling teeth. Fingers crossed.

  • Can anyone help me on how to add the cranberry game plugin to construct 2?

    where am i gonna download it from?

    From Here

  • What should i choose under the "what do you sell" drop down list?

    Since i'll be selling mobile games, would that fall under Internet, Network, Digital Media?

  • Have you looked at this?

    IAP

  • Upload the capx so we can better help.

  • That works. Thanks for that.

    Do you want the player to be thrown straight in?

    No. I've been working on a countdown when the actual gameplay layout starts. As in: 3... 2... 1... The numbers appear and fade just fine, along with the game starting as it should. Having trouble trying to get the numbers to increase in size just a bit, though.

    Again, thank you for all your help and patience.

  • p.s

    I've got it to this point, shields spawn correctly for the most part.

    CAPX

    To test, you can lower the number of stars needed on the 'Achievements" event sheet.

  • Are you sure you want the game to be designed such that you fall onto a bunch of stars on spawning and don't even have to collect them? I would just make sure the player spawns on an empty disc always and go from there. If you do want it to do this then I guess i can take another look.

    Thanks for the reply. After some trial and error, i had the system randomly choosing between 2 disks that have either the 90 or 180 motion created center of layout without the stars. . That worked fairly well, except the disks/stars would still be randomly created, so they could still be created underneath the disks that DO NOT have the stars.

    I tried only creating non-star disks at layout start, but there was so much dead time from the start of play to when the actual disks/stars entered the gameplay.

    Even if i could make it so the ball would not be created on top of multiple stars, in reality it could still collide with stars that are directly on top of one another. Which brings us back to the original problem.

    How to get the system from jumping over that 'trigger' star number.

    I am surely open for anything that works. Well, anything that i have the brain power for.

  • You need separate animations for each and every different type of swing movement. Like having different animations for walk, run, idle, jump, etc. etc.

    Unless you just want the player to be able to go through all of those movements at once like in the video. You'll still have to have all the different frames, but you'll add them all together in just 1 animation.

  • Been trying to figure this out for a couple of weeks now.

    The player (ball) rolls around on disks and destroys stars, getting points for each star. After a certain number of stars have been destroyed, an achievement is triggered and a set number of power-ups (shields) are awarded.

    Right now, i'm testing with the shields being awarded after the 5th, 10th and 15th stars are destroyed.

    The problem: if the player falls off a disk and has only destroyed 4 stars, the next time the layout starts, since the disks are created at random positions with the stars pinned to them, the ball can and most of the time will spawn on top of 2 or more disks directly overlapping each other. This destroys 2 or more stars within 0.01 secs. In doing this, the number of stars jumps from 4 (the number before the player died) to 6 or more, and the shields are not awarded and they do not spawn. This can also happen with the 10th and 15th achievement trigger.

    I don't know why, since the system has to count the 5th star to get to the 6th. If the player does not die, and scores the 4th, 5th and 6th stars, the shields are awarded and spawned as they should be.

    If anyone can take a look and see what i'm doing wrong, or suggest a workaround, it would be more than greatly appreciated.

    CAPX

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  • CloveltOc

    So i think i got it. I found this post about a Vacuum and at 1st look, it wasn't what i was looking for. But after dissecting it for some time.... voilà!

    Thanks for all your help, brother.

    Now, i still gotta work on the shields' GV and getting them to actually spawn when they're supposed to.

    Oh yeah, thanks for that capx awesome help!

  • So what exactly is the movement problem?

    What is it supposed to do?