LittleStain's Forum Posts

  • Seeing it works on android and Iphone:

    If it's constantly returning 0 either the device doesn't support orientation or the app/game doesn't have the permission to acces it (could ofcourse have to do with the browser not having permission if you play in the browser)

    I haven't fiddled with firefox OS myself, so it might be that the way to acces these informations works differently from other systems and the "bug" is inside the code to try and get acces..

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  • There are many ways to achieve this..

    one would be giving the object an intance variable and set it to the moving direction

    on key right arrow pressed - object set instance variable to "right"

    object compare instance variable = "right" - object : 8 directions simulate pressing right..

    If you do this for all directions, you are ready to go..

  • I'm not sure what kind of answers you are expecting, because noone here knows your game and/or anything about how you have your events set up..

    You might just be looking for a magic button within crosswalk export, but if there is I haven't found it yet..

    Optimizing would consist of going over your events to see if there are many every tick events (all events without a green arrow) that don't need to be checked every tick..

    see how many collisionchecks there are every second (open up the debugger for this one)

    See if you are using delta time (dt) the right way to make your game framerate independant..

    You could also just look at the debugger to see what is taking the most amount of processing to see where the framedrops come from..

  • give the object timer behaviour

    and a boolean variable istouched

    set the timer for two seconds

    if the object is touched set istouched to true

    object on timer

    if istouched is not true - object destroy

  • use the 8-direction behaviour and set it to 4 directions..

  • What gives is that event sheets can be used across layouts..

    They aren't layout-specific..

    You can append one event sheet to the next, so in that case it would create issues when certain groups are named the same..

    Bypassing what you want would be On start of layout 1, on start of layout 2, because as you state yourself they are meant for different layouts..

  • Why would they need physics to interact?

    And if you are going to use physics for that why not completely make your game in physics, because a well known issue is that physics doesn't interact well with other behaviours?

    The "problem" of the characters staying straight can be solved with programming, no need for physics there..

    If you are going to change collisionmasks one thing to make sure is that when the new collisionmask is applied it doesn't automatically overlap another, this can also be done with some programming..

  • Firstly, I have no idea how you did it, but all your origins are way out of your sprites..

    and if the ball is only going left and right there is no need for a round collision-polygon, for it wil make the bounces way less predictable..

  • They are probably using some form of interpolation, in my capx the angle is set every tick to the position of the finger..

    To have the circle move on release will take some math I'm not so good at..

    Could try to create it, but don't really have the time for that now, sorry..

  • Added a capx to my last post..

  • how are your collision polygons set up?

    Is the speed of the ball high enough to miss the collision?

    Without any events:

  • Another dutch guy here..

    Unfortunately my skype has got issues, but if I can help just shout out..

    I am however more than 2.5 times your age..

  • you do know you can edit the collision polygon inside the image editor, right?

    So removed all the physics and removed the platform behaviour from all objects except the placeholder..

    And everything is a lot smoother..

  • Ok.. What I don't get..

    Why do the characters have physics behaviour?

    What do you expect to happen that is not happening in your example?

  • I can think of a lot of reasons for this not working the way you describe it, it would be far easier to solve if you could provide the capx..

    First thing is using the pin behaviour combined with the physics behaviour, physics has joints, why not use those?

    Second thing is disabling the collision for all objects that are not active (if they are all on screen (only z order controls visibility) they could all be interacting)

    Third thing is the placeholder (does it itself have physics behaviour), how have you set it up?