jeffige's Forum Posts

  • Yes. Something like this:

    https://dl.dropboxusercontent.com/u/48563442/thumbstick/index.html

    With the bullet behavior, but the farther the joystick moves - the more acceleration. Click text at top to change behaviors.

  • Certain things are blowing my mind.

    Like creating events for a virtual joystick (examples are beyond me right now).

    Fluid Player movement.

    Connecting joystick and fluid player movement.

    Getting sprites to wrap in a predefined space, not window or layout.

    Any other problems that may arise during these events.

    Best offer and experience gets the job.

    Contact me by PM or mackmackstudios gmail

    Cheers

  • Making a smooth thumbstik for my space game has proven difficult. Trying to follow 3 different examples - thumbstick movement, direction, acceleration...well....i need a drink.

    Right now i'm trying to get the thumbstick example from LittleStain and i see there are a number of instance variables associated with the 'thumbstick', such as:

    And i'm wondering, do i need ALL of them? There are 4 different movement behaviors in the example: Bullet, Car, Platform and 8 Direction. I only want to use the bullet behavior (i think).

    Thanks for any help and insight.

  • Oh you are so awesome!

    That was too easy. Learn something new everyday.

    Thank you again.

  • I have 4 buttons on the main menu. When a button is tapped a sound plays, a black background fades in and you are taken to the corresponding layout.

    The problem is, during the fade in of the black background you can click on any of the buttons and the sound can still play.

    I've been looking for the longest time for a solution on how to stop the sound from playing when any button is tapped. I've tried things like:

    Add an Audio is tag playing condition to the button clicked event and invert it..

    ...make a global variable that tracks if the button was clicked, where on its first click, it'll set it to 1 and allow a song to play, but if you click again, it is set to 2 and won't play.

    "On button clicked -> Sys: Add 1 to variable -> | if variable = 1 -> play sound"

    Take your button sprite and create boolean variable. Name it something like "Is_Playing". Now events:

    Main Event

    On BUTTON clicked

    Sub-Events

    • Is_Playing : Stop, toggle boolean "Is_Playing"
    • Else : Play, toggle boolean "Is_Playing"

    I guess i'm just not C2 savy enough to understand why any of these just won't work.

    [/img]

    If anyone can help explain things, i'd be very grateful.

  • I've looked everywhere (at least i think i have) and all examples, tut's and posts show hot to switch between players or 2 players playing at the same time onscreen. How do i create the 1 or 2 player events?

    i,e: if i want to play alone, i choose 1 player. If i want to play with someone else (turn based) i choose 2 player, and if player 1 dies it will become player 2's turn?

    If anyone can point me to examples or help with this, greatly appreciated.

  • Talk about throwing a monkey wrench...

    So how to wrap the sprites so the controls do not cover them?

    Is it possible to have a invisible sprite - 704, 540 and when the sprites are not touching that sprite to wrap?

    Dang, gonna have to work on this.

  • Asteroids is the game. The layout is 1280, 720. The window is 960, 540. Due to having the controls on the left/right sides of the window, i need the sprites to wrap in a 704, 540 size area within the layout window so they do not get obscured by the controls.

    I've been banging my head to figure this out but all i'm getting is headaches.

    Any help would be greatly appreciated and welcomed. And my sore head will be thankful, also.

  • *Figured it out. Even though i was running the layout in C2, Chrome wasn't refreshing for some reason. All is good now.*

    I noticed the tool tip in the audio "play" event box says -10 db is about half as loud, but i can not figure out how to enyer it.

    I tried a few variations of -10db, -10(db) and things like this but it still plays at full volume.

    Any help is greatly appreciated.

  • Thank you for the input.

    calming any OCD tendencies you may have.

    ~Sol

    Exactly!

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  • A long while back it was said to keep the sprites just outside of the layout. Now i've seen some say keep them on a standalone layout.

    What is "best practice" today for the sprites?

  • Let's say i have 4 diffent sq's: red, blue, green, yellow. I want to randomly spawn 2 of those sq's of different colors. When each one is destroyed i want to randomly spawn 2 more.

    Is it better to randomly choose those sq's from a family, or from an animatimation?

    Also, are creating families only used to simplify creating events for those same kind of sprites?

    Thanks for any input.

  • Thank you all for the input.

    My layout is 1280, 720 with a 960, 540 window size. It's a top down view of space, ship and asteroids. The BG is black with 2 layers of stars and the top layer is just a bit brighter than the bottom layer.

    I think i will cut the star layers into 128 x 720 strips and once that "zone" is cleared, freeze the ship heading 90 degrees while playing the thrusters animation, randomly spawn and move the strips on their own layer from right to left.

    Or something to that effect. Now, all i have to do is learn how the heck to do it.

  • I have the sprite starting at 0, 0 and would like to smoothly increase its size to 1.

    Right now i have:

    system > start of layout: sprite > set size to (0, 0)

    logo > start fade

    logo > enable effect "warp radial"

    system > every tick: logo > set size to (self.width + 16 * 0.5, selfheight + 9 * 0.5)

    I've tried many different things but the sprite either... doesn't stop growing or it snaps to the 1,1 size, which looks bad.

    So how can i smoothly grow the sprite and have it stop at its original size?

    Any help is greatly appreciated.

  • That might work. Thank you.

    Basically think of the top down asteroids. There is blackness and nothing else.

    In my game the 12 background scenes are created with different star patterns and different colors. I'd like to change the background to the different scenes as the game progresses to give a sense that the player is in a different part of space every 3 levels.

    And if i understand correctly, you're saying import the 12 backgrounds like an animation, so each scene has a different frame number. Then just load that frame number after the "screen flash". Right?