Mulkaccino's Forum Posts

  • Thanks linkman! That makes sense.

  • Hi domn,

    I'd do this:

    1: give the text object the bullet behavior and in the text's bullet behavior properties:

    --Change "set angle" to "no"

    --play with the speed, acceleration and gravity values until you get the motion you want.

    2: After the text box is spawned, set the angle to 270 degrees + random(-45,45)

  • I recently discovered that objects take parameters, but the little help window doesn't pop up when the open parenthesis is typed indicating what parameters it takes. My forum search fu and my manual search fu haven't found anything.

    For example, what parameter goes here?: Sprite(???).X

  • I saw recently that there is actually a stable version of Chrome in it's 64-bit iteration coming out soon.

    Will we see any performance boost on desktops, phones, etc with this? Pardon my ignorance of these things!

    http://www.engadget.com/2014/07/30/chro ... dows-beta/

  • Article title says it all. I personally think it's the right move. Discuss!

    http://www.engadget.com/2014/07/18/google-wont-call-games-with-in-app-purchases-free-anymore/

  • Thanks to you both for your replies! I'll look into those apps and see if there might be a way to leverage them.

  • I think I'm getting in w over my head. Is it possible to use your phone as a gamepad for a PC using C2? I'm thinking about making a game for up to four players, and while most people won't have four gamepads, four phones would be much more common.

  • Hi Dazky

    You're problem is unique to ours; if you want any help, I'd recommend starting your own thread instead of changing the topic of this one. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • A & E look the best on their own, but it really depends on the visual style your trying to achieve in a game. The B might be better if you're going for a more paper cutout look.

  • It's a little late to change my code now, but I wonder if it might be done with functions to do away with redundancy.

    Still, if you have 3 gamepads connected with numbers 00,01,02 and gamepad 01 is unplugged, a lot of "Repeat GamePad.GamepadCount times" conditions will break. I'm not sure if gamepad numbers are reassigned when a gamepad's USB is yanked out.

    Anywho, I'll let you know if I find anything. Maybe someone else has an idea and will chime in as well!

  • Thanks jayderyu. I'm surprised there isn't a gamepad number expression. It would really simplify things and prevent redundant code

    :On Gamepad Start pressed:

    create object Spite

    Set Sprite variable "gamePadNum" to gamepad.number

    which would allow you do do some many things easily

    :ForEach Sprite

    ::Gamepad(Sprite.gamePadNum) Button "A" is down

    Sprite Spawn Another Object "Bullet"

  • Yeah, I use the terms interchangeably. I've always called them controllers, but I've had to switch with C2's "gamepad"

  • Is there a expression to retrieve a specific gamepad's gamepad number?

    When the player presses start on the controller, I want to assign the gamepad number to a variable.

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  • There's debug layout and run layout, but I don't think there's debug project and run project (F4 and ctrl+F4 equivalents)

  • Hi WC,

    I"m not familiar with thumbstick controls (which arent' working for me in your capx), but all button controllers were working fine.

    I did Gamepad: Gamepad 0 D-pad down is down --> Player: set width to self.Width+1

    and everything worked as expected.