makotto's Forum Posts

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  • Hi guys,

    I am working on a simple rotation style game and I am having trouble with collisions. I need some assistance with collisions.

    First, here is the CAPX file for the game.

    What is expected:

    When player collides with a wall, his speed should suffer some kind of penalty based on the collision angle. The penalty should be smaller as the collision angle approaches zero and maximum as the collision angle approaches 90 degrees.

    Also, I need some ideas on how to address the issue when a player hits a wall (or a corner) and to set the speed to zero. Currently, the player keeps accelerating.

    Thanks for the assistance and ideas.

  • Glad that I could help by pulling a homer :)

  • Did you check your package name, version, etc on the app manifest?

    Open the project with visual studio express and change these values on the manifest.

  • Excal, can you re post the link to your CAPX? The current link is broken.

  • : Thanks for fixing the url!!!

  • cvp

    I know this is not perfect example, but are you looking for something like this? (Blue arrows background)

    [Left/Right arrow to rotate, A/Q for zoom out/in, Z for scale back to normal]

    In the rotating background example, the character changes its center of gravity every tick and the window follows him.

    To address your issue, create a layer only for the background (called BKG_LAYER for example), and add:

    every tick -> Set BKG_LAYER angle to player.angle

    This will make the background static using the player as reference.

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  • Have you checked your package name?

    By default most ides name your package something like com.example

    Try renaming your package to com.[packagename] where [packagename] is your project name (pacman, chess, etc).

  • Change the icons in this location:

    <img src="https://www.dropbox.com/s/7n2ml32kolgh2ae/Capture1.JPG" border="0" />

    Hope this helps!

  • I just realized that the previous capx will work if you only want the ComputerPrograms.Range with highest value.

    If you have multiple instances of family members, it will be better to store the UIDs in a 1D array, sorted from highest range to lowest range. This way the AI will start with UID at array position=0 (highest range), then array position=1, and so on.

    This is the CAPX

    The text instances are only there so you can see the array. I initialized all the elements on the array to some negative number. When you implement the function to read the instances from the array, you can stop when the function reads a number < 0.

    Hope that this helps!

  • This is a solution (although a little sloppy).

    Cool project, by the way. Please let me know if there is anything else I can do to help.

  • Yep. You can work offline using Steam. I do it all the time.

  • tulamide

    This is really awesome!!! Thanks for sharing

  • You can create an additional layer between the ship and asteroid. Create a shadow sprite (70% or so opacity) and pin it to the ship.

    At beginning of layout -> [shadow sprite] is not visible

    [shadow sprite] on collision with [asteroids] -> [shadow sprite is visible]

    You can also use blend modes (assuming that your space background and the shadow are both black).

  • Hi fernanm,

    I am interested in the project. Currently I am working in an app for kids with developmental delays (hopefully be able to publish in the next 2 weeks).

    Send me a message if you are interested.