LittleStain's Forum Posts

  • I changed everything so it works.

    Hope this will make you understand using physics better.

    Capx

  • Have you read These tutorials?

    Physics-Basics

    Physics forces-impulses-torque-and-joints

    I ask this because there are many strange things in your capx. You use sine behaviour on immovable objects and you want them to respond to an object falling.

    Furthermore the way you set up your joint doesn't work. It looks like you haven't read these tutorials and have no clue what you are doing.

    Solving the problems in this capx would mean changing everything.

    It would be better to make a new capx yourself.

  • Have you optimized your graphics? How much MB is the game?

  • Search on the forum and FAQ for thumbstick.

  • Using the car-behaviour you can make a sprite move like a car.

    Make a track, put the car-sprite on it make an event to scrollto car.x, car.y and you can race along the track.

    And there you have it, a simple car racing game.

    If you want to do more than that, you should learn more about how Construct 2 works with conditions, events and variables. The best way to do this is follow the tutorials (even if they are for making a totally different kind of game), learn from the free examples you got with construct 2 and make lots of mistakes and correcting them.

  • It's called a thumbstick

  • My intention is finishing this game before november so I can enter it in the Tizen competition. This will mean making scaling up the graphics to make them suitable for mobile and creating enough levels while keeping a consistent game-play experience. Hard work, but sometimes you've got to push yourself..

  • It doesn't look like the red tube is giving the rotation to the big wooden wheel. It touches it and the wooden weel suddenly starts rotating?

    How is the rotation done?

    Through physics and revolute joints or otherwise?

    A real world object that suddenly gets a shock from a rotating object will sometimes fly, so it looks like it already works like a real world object. If you want the stick to move slowly the rotation should start slow and increase (Like it would in the real world).

    How are you trying to get the stick to float? Are you trying? It takes a lot of calculation to get the right response. The water should apply an upward force depending on how much of the stick is under the surface.

    Hope you can answer these questions, so maybe I can be of some assistance.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • narasimha, you seem to be missing some basic knowledge on how to work with construct.

    Have you followed any of the tutorials?

    two basic mistakes:

    • You pinned the fire object while it was in the wrong position
    • You never set the fire object to visible again

    I hope you will read the manual and/or tutorials, they have lots of valuable information. Also it would be nice if you respond to answers given on your topics.

    I wish you all the best in learning to work with C2!

  • create a textbox and compare the text typed, if text is the right word set object to visible?

    This is pretty easy if you understand the basics of working with C2.

  • I wouldn't use physics for a game like this, but you can if you want to..

    instead of giving the bullet a speed you would give the object an impulse in the direction.

    I've upgraded the example.. The bullet now bounces of solids and acceleration is set at a high number..

  • Here's a very simple example

    CapX

  • Set active at start to no and just add a restart fade for the fade in action after the create object action and your done..

  • 1-Set your rotate object to immovable is no

    2-Set your pin object as a revolute joint.

    3-Learn how to use physics Here

  • To make it even more complicated for you, you could probably use all of your suggestions.

    The big question is:"What are you trying to achieve?"

    First of all if you want to be able to use it on touchscreen you better start with touch right away. Touch and mouse work differently, so if you have the mouse-part working it could go bust on touch-screen.

    on touch start add a variable for x and one for y and compare them to on touch end x and y. you can then get the angle(touchstart.x,touchstart.y,touchend.x,touchend.y) and send your puck in that direction with for instance the bullet behaviour...