marcgram's Forum Posts

  • 01lifeleft -

    I regret the the comment about the community being unfriendly. I have not experienced any overt unfriendliness from the community at large. So to you and the rest of the community -- please accept my apology for my ill considered remark.

    bWard, firebelly --

    Maybe I misinterpreted your posts. I was looking for members in my area that would like to meet up to discuss Construct 2 development in particular and html5/game development in general.

    With your posts were you expressing your willingness to come to Redondo Beach to meet? If so I was wrong.

    If not, you were yanking my chain, which I consider unfriendly.

  • Firebelly --

    I disagree.

  • Are you guys for real?

    I was really interested in meeting up with other Construct 2 developers. Maybe not so much now.

    This community does not seem very friendly.

  • Hi,

    Marc Graham here in Redondo Beach.

    Any Construct 2 devs in the area? If so, what would you think of starting a user group?

  • You might be able to do it by checking the accelerometers. (The touch object gives us access to the accelerometers.)

  • Nope, I have 317 devotee badges.

  • Hi,

    Could someone fix my rep points?

    When the site had that problem awhile back I was awarded over 300 devotee badges. It should probably only be around 7 or 8.

    It's a little embarrassing to have all those unearned rep points.

    Thanks

    edit:

    Thats about eight and a half years of compulsively hitting site.

  • Hi,

    I chose the touch object. In this tutorial I discuss creating the app prototype hosted at https://www.m2ag.net/dev/gyro. (Note: this is a mobile app and will not work on the desktop, but it will display.)

    The capx for the tutorial is located at https://www.m2ag.net/dev/gyro/gyro.capx.

    Here is a link to the tutrorial :

    .

    Construct 2 has so many great features it is hard to pick just one.

  • It works great.

  • This plug in is a thing of beauty.

  • Dalal

    That is the approach I wanted to take initially, but found it too difficult to account for the effects of other bodies having gravity. So doing the ballistic ranging kind of thing works best for me in this case. In this application it predicts the path of the projectile pretty accurately, once you get the knack of reading it.

  • Yes, it curves for the gravity obstacle. There is no gravity in the game except around that.

    That is why I made it, so people would have an idea where the shot would go when encountering an obstacle.

  • When I do that in my space shooter game I fire a projectile every .3 seconds and spawn a marker at its position every tick. I limit the length by counting the number of markers that are showing. ( I have some markers as well as the projectile used for trajectory set to invisible).

    You can see it in action here -- m2ag.net/dev/shooter

    Enter the game and try the dev game. The trajectory line appears when you click on the bar at the bottom and pull down (shoot sort of like a sling shot). The trajectory line responds to the magnitude of the pull, and give and indication of travel around the gravity obstacle in the middle.

  • any luck?

    I'm looking at doing this too. Just started.

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  • Hi,

    I have been seeing this problem too, but only on canvas. You can see an example of this if you look at the Space Shooter dev app at http://www.m2ag.net/dev/shooter/ with a canvas browser (ie i guess). Just enter the game and select the dev game on the first menu. Click the glowing bar at the bottom and shoot the (white) ice. Shooting ice one after the other will show the flashes. It shows up really well on ipad, but the current version of my game is afu on the ipad right now.

    I tried blaming it on Construct2's canvas renderer, but it turns out I was doing it wrong.

    The ice_explosion sprite is a one shot shared between all the ice sizes. To clear the flashing up I destroy the ice explosion object before the one shot particle timeout.

    In this case I set the Particle life time Timeout to 2.1, and in my event triggering the explosion I wait 2.0 seconds before the end and destroy the object.

    Marc