lamar's Forum Posts

  • > You can't check acceleration with mouse but you can with touch and that should give you the same number.

    >

    > Add touch to your layout.

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    > You need a global variable to use for the touch speed on the Y axis.

    >

    > I used DoubleTap for my variable.

    >

    >

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    > You can check speed with and without gravity or you can check angle of motion of touch.

    >

    > I haven't trued it but should work.

    >

    That would work, but then I'd have to find a way to make a simulation of the touch and pin it to the movement of the mouse?

    No you just have to include both mouse and touch in your layout and they both operate using the same X and Y coordinates but Touch has readings for speed that mouse does not have.

  • You can randomize your time after each spawn which would give less chance of duplication.

    Use a global variable for SpawnTime instead of every 5 seconds and randomize that after each spawn.

  • Look at the catapult example in C2.

    The pig is your stick. The catapult is your hand where you pivot the stick.

    Apply impulse equal to distance pulled back.

    That catapult example is how I made my pool stick.

  • i have a problem with trail. i use spawn to make a trail behind the character.

    my game has these mechanics : when character moves 47 px right it spawns a 47 px long trail behind but when the character moves too fast it skips the spawn part and leaves a part without trail. how can i fix it

    Without a capx to look at I am just guessing but use a range instead of a specific pixel count might help.

    On player X >46

    On Player X< 53

    Or you can create an image point on the character where you want the trail to spawn would be better.

  • The blue pointer has to overlap the red sprite when you start or the red sprite will start moving.

    You could add another trigger variable to keep it from moving like double tap on the red sprite to start the action if you want.

  • It works perfectly, thank you very much. I was also looking for something similar, that a shadow came out and that the player followed.

    You are welcome!

    I use those hidden sprites as place holders and pointers alot in my games. Easy way to control movements.

  • lamar,

    Thank you for responding. Here's the issue: the project was exported as a NW.js file, but when folks download it, it won't open/run for them.

    Jefferson[/quote > > Are you sending the entire game file or just the NW.Js file? > > You have to send the entire file and I would zip it first. > > Some people may have a 32 bit computer or 64 bit or use a different op system and the NW.js needs all the extra files to operate. > > I transfer my games that way from one computer to another all the time for testing.

  • I want it when it is in contact with the finger (above the player) this stops and if I move the finger that follows. That is to say that it only stops when it is in contact with the finger.

    OK, there are probably other ways to do this but this works and is simple:

    Here is the CAPX

    https://www.dropbox.com/s/bsxshwn0rq60adg/Touch%20Move%20Control.capx?dl=0

    This uses two sprites and the overlap to check position. The blue sprite moves fast to the position you are touching and the red sprite moves slower and stops when it overlaps the blue sprite. You can make that red sprite follow you all over the screen and it will stop without jiggling.

    If you want the red sprite to move faster change the 5 to a higher number but 5 seems to look good.

    You can set the blue sprite invisible if you want. The blue sprite must start overlapping the red sprite when you start the events or your red sprite will take off on its own. You could create another global variable trigger to prevent that if you want.

  • imgur.com/dxcCEp6

    Yup that would definitely cause your sprite to jiggle when it reached your touch point.

    That is because that event is telling it to keep finding that angle and keep moving forward 17 pixels. So it shoots past that touch point and reverses angle and goes 17 pixels back the other direction and just keeps doing that.

    Do you want the sprite to stop moving when it reaches your touch point or follow your finger?

  • Then it could be in how you are handling your movement of the piece as it relates to the touch control.

    If that is constantly checking X and Y it can cause a jiggle.

    Also check your collision boxes. Different sizes can cause a jiggle.

    I would have to see a CAPX to tell you any more.

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  • Without seeing a capx my guess is you are using touch controls and you may have your image points in your sprite in different locations causing the animation to jiggle.

    Make sure your animation points are all in the same location on the sprites. You can use Apply to all animations to set the point.

  • nope

    Well if you are going to post questions you should go read the responses.

  • You are going to have to study the tutorials on platformer movements and examples in C2.

    If people just hand you a CAPX you are not progressing in your game design skills and will keep having the same questions.

    Not to be rude- but you have asked for more examples of things that any game designer should know how to do and it appears you want the forum to build your game for you and that is not helping you.

    Play with all the platformer settings until you understand what they do and you can change all those settings to get the effects you want.

    Triple jump is just resetting the jump after a timer or on animation finished.

  • alright man

    Did you see I fixed the head for your robot platform shooter so it doesn't over rotate?

  • make sense. anyway to elaborate?

    Look at the jump and fall settings for your sprites. Those can both be adjusted to make it appear the player is gliding.

    It can also be done using the X and Y coordinates and moving the player.

    You are going to have to dig into the tutorials and learn that stuff because if you just use other people's CAPX without understanding it you are not progressing in your game design skills.