jeffige's Forum Posts

  • I'm using the accelerometer to control my player. I have the gamma working good with the LEFT/ RIGHT run animations. No tilt and the idle animation plays.

    If the player is in idle, on Tap he jumps with the corresponding animation. But if he is running, the Run animation continues to play. I've tried different Touch inputs but it still won't work correctly. Also, I've noticed on HOLD the player stops his forward momentum and the Jump animation plays.

    Much appreciation for anyone that can help me with this.

  • How can i test if my player has fallen a certain distance so i can play a dying animation?

    Thanks for any help.

  • Like i said...brain fart.

    Thanks again brother.

  • Creating a cross between dropball and platform jumper. I've looked for ever but either i'm not typing in the right words or i'm just having a continuous brain fart.

    I need the platforms to spawn at 3 different X coordinates at the top of the layout and scroll down at different speeds.

    Much appreciated if anyone could help me with this.

  • Hey brother, sorry for the late reply.

    I created 2 textboxes. 1 for desktop and 1 for mobile. It takes a lot of adjustments cause you may (as i did) have both textboxes in the same exact place.

    First, get the desktop correctly positioned and write down the position. Move that out of the way and forget about it for now. Then create the mobile textbox. Refine the look and size of the box and font size using set css style in event sheet. Like i said, there are a lot of edits here.

    Once you have it exactly how you want, reposition the desktop textbox using the position you wrote down earlier.

    Then just do it like you would with showing or hiding mobile controls on desktop.

    Have the user touch (mobile) or press (desktop) a button... Like ENTER or something else. Then in the event sheet > if mobile > set desktop textbox invisible and disable, and vice versa if on desktop.

    If you have problems, let me know.

  • Thanks for the reply.

    Right now i'm trying to add that dead zone sprite underneath the thumbstick and on top of the thumb base, then add an "thumbstick overlapping" action, setting the ship speed to 0.

    I'll try your way also to see which works best.

    Thanks again.

  • Ahh, never thought of that. Thank you. Although this may be quite a few added sprite animations. Possibly 36+.

    I'll check it out.

  • I don't think C2 has that ability. You may have to try and do it in a sound editor 1st, save it as left or right, then play which ever one needs to be played. i'e: if on left screen - Audio > play left...

  • I've seen the few posts abut this but they are using the gamepad.

    Right now when you touch the thumbstick the ship automatically moves/rotates, which makes it look weird. I'd like to have no ship movement when the thumbstick is 'touched', only when they thumbstick is not inside the dead zone.

    I'm using custom movement with actions like these:

    Touch - Is Touching Thumbstick -

    System > angle(ThumbstickBase.X, ThumbstickBase.Y, Touch.XAt(thumbstickTouchIndex, "UI"), Touch.YAt(thumbstickTouchIndex, "UI"))

    Player > 4*distance(ThumbstickBase.X,ThumbstickBase.Y,Thumbstick.X,Thumbstick.Y)

    Any help is greatly appreciated.

  • Thanks for the replies.

    Yes, the ship will move/rotate in 360 degrees. And the walls have different angles...

    I was trying to have a tiny explosion at point of impact but i may have to regulate that to the generic player flash, since there are too many walls to get a comparison.

  • These may get you started and help a lot.

    https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    And a very good video tutorial -

    One thing to keep in mind is that the larger your window, the more of the layout you will see. And the smaller the window, the less of the layout you will see.

    This explanation may help you with understanding. It's purely about 16:9, 4:3 aspects, but it shows what different ones will show in your game...

    http://v-play.net/doc/vplay-different-screen-sizes/

  • In my game i have walls with different lengths, angles and elbows. I'd like to spawn a small explosion at the point of impact between the wall and ship.

    I've tried a few things but it wants to spawn the explosions at the image point.

    Any help with this would be greatly appreciated.

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  • Try and set 'time scale' to 0 for 0.5 secs. This will pause the movement.

    So... (Event) Sprite > On collision with Wall - (Action) System > Set time scale to 0 (2nd Action) System > Wait 0.5 Secs (3rd Action) System > Set time scale to 1.

    Every time the sprite hits a wall it will pause, then be able to move again.

  • This Brother Is Amazing!

    This is my analogy: Toby took a beat up old car from the junk yard and turned it into a shiny new BMW.

    And he did it for a lot less than what others wanted.

    I had a lot of sprites and objects loaded, but the events and actions were barely there. I told him what i needed. We went back and forth a few times, just to get a better understanding. He told me 2-4 days. He was done in 3.

    Not only did he do what i needed, he cleaned everything up for me. He added sub-folders, put only what was needed on each layout, added event sheet Includes and put everything nicely in groups and sub-groups.

    Communication was awesome. A week after i got the capx back he contacts me and asks if everything was going good. There were a couple things with the player object, no fault of Toby's. He quickly worked on it 3 times within about 30 minutes. Everything is perfect now.

    This dude knows his stuff. And he knows C2. If you need a little help, hire this guy. You won't be sorry. Just one thing, if you're a bit new to C2 like i am, be ready to look over your project for a time. The way Toby adds everything will seem confusing at first, it was like i was trying to read French. But you will soon find out it's so smooth, organized and clean how he does it. Easier to read and understand.

    Save yourself some time and headache, Toby is a lifesaver.

  • I'm trying to combine these two examples (not to mention the awesome example i got from Cipriux)

    Kyatric's Asteroid clone in less than 100 events

    and

    LittleStain's Thumbstick-template (with capx)

    The reason is because in Kyatric's great example it only uses key's for movement, not a thumbstick or touch. And in LittleStain's it doesn't use the custom movement i need for the rocket, like accelerate and rotate.

    Even if i only had a round sprite object that used a touch input for the angle, rotate and custom movement would work. I spent all day yesterday trying to combine 3 or 4 different examples/ tutorials but can not replicate the custom movement.

    If anyone could help me with this problem, it would be greatly appreciated.