LittleStain's Forum Posts

  • I'm not quite sure how it is supposed to work, for I haven't used Sine-behaviour myself.

    This workaround seemed to work though:

    • adding a timer-behaviour to the grenade.
    • add a subevent on spawn to set the timer to half the sine-period
    • on timer - destroy grenade.

    I added another sine and set it to forward-backward and period to 8

    This really gave the idea of throwing and by setting the magnitude you can decide on the distance of the throw.

    it's not a very clean workaround, but did get reasonable results.

  • make a global variabele planepoints.

    on restart layout it will keep it's value.

    if you want to save it, so when the game is closed it is remembered, use websocket (just read the tutorial)

  • To be honest, I'm not sure what you are trying to achieve. After opening your capx I'm even more confused.

    I can place a line, stretch and turn it around it's center and...

  • You can use platform.vectorx and platform.vectory to control the jump's x (distance) and y (height) directions.

    Is that what you're looking for?

  • The code might look a little hard to understand.

    What I'm doing is checking the instance variables given to the text object with text.text (which is the text displayed in the textobject)

    To set the text I use AnimationFrame because these frames are the same as the numbers displayed, but you could change that to an instance variable if that suits your need better.

    The back button was there from an older version and isn't really needed. It removes 1 character from the length of the text and is instructed to do so from the left.

    use the limit variable to set the length of the code desired

    use the code variable to change the code.

    the charactercount variable is used to see how many numbers have been pushed, this could be used for display-purposes.

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  • It was made with The latest beta release.

  • There's an insane amount of collision-checks going on (sometimes 50.000 every tick) , seems to me that's at least one of the issues.

  • Have you used the debugger on your project to see what is causing the slowdown?

    I can't open your project, for it uses all kinds of plug-ins I don't have.

  • Well, good luck with finding someone!

    I've found working with/for people (without payment it's still work) who know exactly what they want, but don't understand how things are actually done is impossible. So I won't apply.

  • tulamide, I think you misunderstood me.

    The density settings are exactly for what you are talking about. I meant it's only "natural" the shape of an object (the collision-polygon) has an effect on the physics. Both the point of gravity and it's "mass" should be related to it.

  • Maybe this Pincode example can help you.

  • The physics behaviour is meant to mimic real life physics in a 2D environment.

    A bigger object (one with a bigger collision polygon) behaves different from a smaller one. Also when you have a vase, for instance, its point of gravity won't be at the neck.

    Changing these settings would take away the point of physics.

    If you want a limited form of physics and not have it behave "realistically" it would probably be better to write your own custom movement. I've done it before and it gives you a lot more influence as a programmer.

  • Ok, I can't download, but I'll tell you a secret.

    It probably does fit. If you set the coordinates of the player exactly at the x coordinate of the gap it will fall in (that is if your sprites are the same size as in the image editor and their collisionmasks are correct)

    if the x coordinate of the player is just a bit of: x is not 100 but 100.001 the sprite won't fall in the gap. While moving your sprite will probably never be at exactly the right coordinate for it to have no collision on the bottom.

  • All the things you are talking about are possible. But I don't understand what you want to achieve with this topic.

    If you want to learn how to make these things within construct, you should first learn the basics. I'd recommend following a few tutorials first to understand how to work with events, conditions and actions.

  • AngelEyes, I was a bit surprised, but your description sounded exactly like that fly-example I made some time ago.

    Sometimes seeing is believing!