linkman2004's Forum Posts

  • This behavior is natural -- event 1 evaluates true every frame that you're successfully connected to the signalling server. Going by the tutorial, it looks like you want to use "On signalling connected" -- which is a trigger -- rather than "Is connected to signalling server".

  • The link to your capx is broken.

  • Do you have any other controllers plugged in? That could cause your PS3 controller to be assigned a gamepad index other than 0.

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  • Nesteris, I didn't realize Tokinsom's demo involved layout changing. My original implementation separated a single layout into multiple areas between which the camera scrolled. The feasibility of creating a generalized plugin involving layout changes is unclear, and I'd have to think about it. There's only so much I can do, past which the feature is only useful to a tiny amount of people.

    The original context is gone -- this topic is now locked.

  • I assume you're talking about this tutorial, in which case you should read this other tutorial about delta time. The previously mentioned tutorial doesn't make use of delta time for object movement, resulting in framerate dependence.

    As an example from the tutorial, they use this framerate dependent expression:

    Pipebottom.X - 5[/code:1x7btbyk]
    Which, if you're assuming the game runs at 60 FPS, is equivalent to this framerate [i]independent[/i] expression:
    
    [code:1x7btbyk]Pipebottom.X - 300 * dt[/code:1x7btbyk]
    Which would move the pipe at 300 pixels per second, just as the first expression would if running at 60 FPS.  At a lower framerate, such as 30 FPS, the second expression would still move the pipe at 300 pixels per second, while the first would halve to 150 pixels per second.
  • I don't think this expression does what you think it does:

    angle(monster.X, monster.Y, random(360), random(360))[/code:edvl1pbf]
    This is getting the angle between your monster position and a random point with X and Y coordinates not exceeding 360.  All parameters for the angle() expression represent coordinates, not angles.
    
    Replace the previous expression with this expression and you should have pieces properly flying in random directions:
    
    [code:edvl1pbf]random(360)[/code:edvl1pbf]
  • Nesteris, that's the idea. The Construct Classic version of the plugin was capable of this, so that's what I'm shooting for.

  • purplemonkey, I haven't had any issues with this. If you could provide a CAPX, I'll take a look and see what's up.

    Nesteris, I've been meaning to get around to adding this for a while, but haven't found the time. Perhaps by the end of May.

  • Since you can't get the angle of lines making up collision polygons, you'll have to manually find it, as I've demonstrated in the included example.

    Essentially, it finds the contact points for the bottom-left and bottom-right corners of the vehicle, then gets the angle from the X-axis to the line formed by those points. You'll want to pay close attention to the origin and image point locations of the vehicle. It would be reasonably trivial to adjust the positions of these -- requires some small adjustments to vehicle and detector positioning -- but as it is, this should provide the most accurate fitting to the road.

    Note: The example has no terminating condition in the case that you drive off the edge and the detector can't find the ground, so be mindful of that.

    EDIT: Attachment not working, here's a link -> Normal detection example

  • I suggest uploading a capx file illustrating your problem, as it will be hard to diagnose otherwise.

    Projects made with the free version are always limited to 100 events, publishing or not.

  • Z-indices are indeed unique, at least per layer. Though even if they weren't, bladedpenguin's method would likely work all the same.

  • If you're making an infinite runner, you're really going to have procedurally generate your levels -- because they're actually infinite, and it will save you tons of work designing levels. The key is to generate your obstacles in such a way that they don't overlap, which is entirely doable, I'm sure. Provide some more information on your setup, and someone on the forums should be able to help you with that.

    EDIT: As an aside, layout size doesn't appear to be limited to 10000 pixels, so I'm not sure where you're hitting a wall.

  • Something along these lines should work, which is just the difference between the normal speed of your bullet and the Y speed of your ship.

    adjustedSpeed = BulletSpeed - ship.8Direction.VectorY[/code:jq30vrkd]
    Assumes the ship object has the 8Direction behavior and is facing the top of the screen.  This speed should be given to the bullet upon firing.
  • I assume you're talking about the square showing the window size on the layout view. You can change the window size by clicking on your project in the Projects pane, then finding and changing "Window Size" in the properties pane under "Project settings".