oosyrag's Forum Posts

  • gamedev.stackexchange.com/questions/98851/body-lost-a-velocity-component-when-hitting-a-wall

    Basically there may or may not be box2d properties we are not able to access to fix this.

    But the gist of it is that this likely happens when you have very very small values, which probably are occurring because you have very very small sprites. Based on solution 3 suggested by NauticalMile on that page, it sounds like there are two things you can do to try to improve the situation. You can either size up your assets by a lot (and scale them back down again later) to trick the box2d library into thinking its working with higher speeds (more pixels/second), or you can simply increase the speed and forces you are applying on everything, and then lower the timescale.

    I would try scaling everything up by size first, as the second option would affect the actual distance your ball travels without tweaking, since you do expect your ball to eventually come to a stop, unlike in a breakout clone.

  • -> Sprite: Tween "rotate90" property Angle to Self.Angle+90 in 1 seconds (Default, destroy: No, loop: No, ping pong: No)

  • One more thing to try is instead of remote preview, load up c3 in your phone in the browser and try a normal preview from there.

    Edit: So does it work on iPhone?

  • Depends on how you have the rest of the game set up.

    But generally speaking...

    On player death -> play death animation.

  • So it works in preview?

  • Add a condition to prevent the start of a new tween while a tween is already running.

  • If you're using remote preview, check your browser permissions to see if it has access to bluetooth. Otherwise kinda hard to help, since bluetooth is a pretty rare topic and no one is going to have your setup to troubleshoot.

  • Does the Bluetooth example by itself work to establish a connection and get the name?

    editor.construct.net

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  • Likely your peerids are not being properly assigned to each object. Will take a look at your capx when I get a chance.

  • I don't think you can. It would be off for the whole project and then you request full screen on leaving the logo layout via the browser object. I also don't think you can go without a l full screen mode for mobile exports so that's not really a solution anyway.

    You can try filing a bug report - logo images not behaving as expected on splash screen. If you follow the guidelines, it's probably the fastest most straightforward way to get a response from the devs. Even if it isn't a bug or something they can't change, at least they tell you why and might offer an alternate solution.

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  • You'll want something to keep track of the "state" of an object, in this case how many times an object has been clicked. This is usually done in an instance variable. Every time it is clicked or activated, increment the variable.

    On object clicked, set object.clickedcount to object.clickedcount+1

    If object.clicked count > lastoption, set object.clickedcount to 0

    You'll then refer to this variable when deciding what action to take, or you can pass it to a function as a parameter as lionz suggested.

    An advanced trick is to use a conditional expression to loop a counter and reset it to 0, which results in the same as above but within a single event.

    On object clicked, set object.clickedcount to object.clickedcount+1>lastoption?0:object.clickedcount+1

  • I think the scale rate only affects the system set scale actions, not the scaling from fullscreen scaling mode. So I was thinking just turn fullscreen scaling off completely for the logo page, but then I don't think that works at all on mobile.

  • Isn't that still weird though since the manual entry for storyboard splash icons indicates that the image would be cropped and centered, not scaled? So the image shouldn't change sizes, even if the viewport size/resolution changes. At most it would be shifted a bit.

    Or perhaps it is the "fake" splash screen image that shouldn't be scaled. Have you tried that and see if it matches?

  • If the old posts with broken links are from Dropbox, it is likely those files are still there and the link just needs to be updated, due to a change Dropbox made a few years ago. There is usually a decent chance that they can be updated if you ask the original poster to do so, as many of the people who make examples have been active on these forums for a significant number of years and still are.