lamar's Forum Posts

  • A rigid joint is a pin behavior and you can use pins with physics in C2. Rotating joints can be made to stay together but you have to tweak the friction, mass and gravity to make it work. It is all possible in C2 just not that easy if you have not worked with physics math.

  • what about the gravity

    Unless you are going to use physics for all your sprites you don't use gravity.

    You make it appear to have gravity by adjusting the speed of the fall and using image points.

    If you want to use physics you need to study the physics tutorials and examples included with C2.

  • I want my platformer to have the ability to glide. While button is down, gliding starts, when button is not down, he starts falling. Any way i can do this?

    You need a glide and fall animation. I would set the animation image point below the animation at the level you want the player to appear to be gliding and above the image for falling.

    On Button pressed: Play Glide animation.

    On Button Released: Play fall animation.

    Image points are useful for special effects on animations.

  • also what canvas size should i work in for an android game? im finding conflicting info.

    Depends on the DPI but if you use a canvas 1024x720 and set to letterbox scale it will fit and look good.

  • Will using a spritefont fix the issue?

    I think that's what I did on my last game to fix it, but don't want to waste time making one if that's not the problem.

    Thanks

    Spritefonts are a sprite s they are consistent across all platforms.

  • You can use any size sprite in C2 however the more you reduce or enlarge a sprite the fuzzier it gets and you will drop pixels so it is best to stick with a size close to the size you want them to appear in the game.

    Common sizes are all divisible by 8 so 8x8, 16x16, 32x32, etc.

    I use 32x32 for my game size primarily because you can get ready made sprites already designed that size so they will look good when added to the game.

  • You can create those kinds of physics games on C2 but using physics is a more advanced game design technique and you need some background in physics math to make it all work and it takes practice working with the physics commands.

    Start working with the physics behaviors and you will find they can do some very amazing things.

    I have made several games using physics and nothing as complicated as some of those but the more you create using physics the better you get.

    I haven't bought a game in years.

    If I want a game to play I look for free games or make my own so I get the experience designing and the fun of playing and sharing my game with others.

  • Recently news appeared that Cloudflare had a bug that let user data be compromised between 2016.09.22. and 2017.02.18. Since Scirra recently started using Cloudflare, the scirra.com domain is in the list of the possibly affected sites. I might be paranoid, but I think users should change their passwords. Also, it's worth to take a look at the full list (for ex. HumbleBundle and Discord were affected too).

    The full list of possibly affected domains can be found here:

    https://github.com/pirate/sites-using-cloudflare

    If you are also thinking of using a password safe, I'd recommend KeePass:

    http://keepass.info/

    Thanks- I just changed my password.

    I guess we will know if Credit Card numbers start being used and our arcade games start showing up in other places.

    I hate the cloud and it is a gold mine for hackers and no matter how secure they say it is it gets hacked all the time.

  • I looked at your CAPX.

    You have a wait 1.2 seconds and you are resetting the player to idle anytime it is not attacking so that is causing the delay between attacks. The player goes back to idle only after the 1.2 seconds expires so not a quick reaction if you want multiple attacks one right after the other.

    I don't use State for player mechanics which can cause delays and odd actions for that very reason.

    If you have buttons down or multiple clicks without reading when button or click is up you get weird results.

    I would rewrite it without using State but it is good practice so try some different ways of setting your player to idle only when nothing ELSE is happening including standing on the platform.

  • I would like to make a game available for certain parties (who don't have Construct2) to access. Apparently, I can't upload to DropBox or Google. Let me stress the point that I only want certain folks to be able to access the game. Suggestions? Thanks in advance.

    Export as a NW.js and use one of the many free file sending online sites to send it to them directly.

  • Angle seems to just affect how the object appears, but not the initial direction if accelerate is applied, how do I actually set the initial direction of a car behavior object in the events?

    It starts out at 0 angle.

    You can change that in the settings angle to any angle.

    If you want the car to face at 0 rotate the sprite in the editor until it face right and then it will match what you see when played.

    If you are using one sprite and the car behavior set smooth 360 in the behavior settings.

  • I have issuesa wiuthg the platformer movement. With simple events such as on key pressed player start animation y it doesn't work.

    Here's the capx file

    https://drive.google.com/file/d/0B8mfrm ... sp=sharing

    Thanks,

    Chris

    OK I am looking at your CAPX and I added in an idle command when the player is not moving and set your idle to loop and your run to loop.

    What is the Z key and X keys supposed to do?

    Is Z Duck or attack and is X Duck or attack? You have them doing both?

  • I have the angle working, but I have no idea how I can stop the object "rotating" towards the mouse. My character has a gun and it rotates towards the mouse and the gun flips and the character gets mirrored when the mouse is either side of the character.

    The thing is, I do not want the gun to keep rotating past a certain degree, as at the moment it will clip inside the player. I want to try and have it so it only rotates along an arc of about 80° .

    Does anyone know how to do this?

    Here add this line to your Every Tick event:

    That prevents the head from rotating beyond 270 and 90.

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  • I don't really want to clone these enemies because I'm not sure how many I will have on each map, I like keeping "scalability" (i don't think that's a word). All the enemies have the same behaviours and react to the player the same, it's just the waypoints and positioning are different. I suppose I could clone them and put them all into an enemy family, but is that more expensive on memory than copy and pasting?

    You can pick individual sprites by the UID and using families makes it easier to manage enemies but isn't necessary.

    I just use variables for settings I want changed or to randomize behaviors and when that sprite is created in the same event change the path finding setting directly or using variables.

    Everyone has a different way for accomplishing things. I tend to go the easy route that I know works every time lol!