newt's Forum Posts

  • There's a big difference between a swipe, and a curve gesture.

    A swipe has a start, and an end point, and can have direction as well as speed.

    Its fairly easy to do.

    A curve gesture on the other hand also has a start and an end, but will sample multiple points in the movement to determine if it meets the loose definition of the specific gesture.. There's a few diferent ways to implement it, all of which are somewhat complicated.

    Theres also a plugin which is overkill for such a simple gesture, but it would be the simplest method.

    Welcome to the rabbit hole.

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  • Well you can't rotate tilemaps anyway, at least not, and still do collisions.

  • A layer, no.

    A bunch of objects?

    objects initial x+cos(anglelerp(0,youreverincreasingangle,youRotationspeed*dt))*distance

    objects initial Y+sin(anglelerp(0,youreverincreasingangle,youRotationspeed*dt))*distance

  • On any touch start, set variable startx to touch.x, set variable starty to touch.y

    On anytouch end

    ->compare variable startx is less than touch.x

    -->compare variable starty is less than touch.y, do foo

    Im not sure what you mean by sprite border.

    For a trail just add an event to spawn a sprite at mouse x,y when in touch, then add the fade behavior.

  • On any touch start, set variable firsty to touch.y

    On any touch end

    ->compare variable firsty>touch.y, do foo

  • Are you trying to do some sort of laser sight?

  • Not to go off ops topic too much

    It's been awhile since there was a C2 game jam.

    Maybe a platformer jam would help figure out any issues.

  • I don't know what you need an angle for.

    All the shoot event would care about is if there was a target within range, if that target was above or below the player, and if it has a clear shot to it.

    Im not even sure it needs to have a clear shot in the video.

    Now if you want to have more frames for more angles, you would check if the y was in multiple places like player y though player y + 32 would be one level above the player, and player y+32 though player y+ 64 would be 2 above the player, and you would change frames according to that.

    Note: I say frames, unless you want to do a multi-image sprite like in Spriter, then you would use the angle(player.x,player.y,badguy.x,badguy.y)

  • I'm not sure what you are going for compared to the original video.

    If I were to use the trace plug, when I wanted to shoot, I would pick the closest badguy, trace to its xy from the player, check its distance, and then compare its x, and y to determine up/down etc.

    All the trace does is determine if it has a clear shot.

  • I think that unless it's specifically paired with another instance it should default to the 0 index when no picking is happening.

    Like so:

    Let me add that the way the capx is with the waypoint in the condition, rather than the npc, should do no picking.

    It should be the npc doing the comparison, and doing the action to qualify as being picked correctly.

  • The capx already shows you how to test above, or below.

    You just need an x component.

    Test if the los target x is within the player's x minus n, and the player's x + n.

  • Like I said you can mess with the los settings, or test the targets xy's, or use the third party ray trace plug.

  • https://dl.dropboxusercontent.com/u/666 ... anlos.capx

    It might not be very noticeable, but I set it to change frame according to the y of the target.

    If you want to shoot directly above you wouldn't use the los, you would compare the x, and y of the target.

    Also the cone probably needs to be dialed in a bit.

    Also, also

    If you want it to shoot through solids, change the los to custom.

  • I'll do something with the platform template .