paulscottrobson's Forum Posts

  • Set up a debug text object, put the value of isMember in when it fires and see what is actually coming over.

    Could it be something else ? TextStrings don't appear if they don't fit in their bounding box, so it may actually be firing even if it looks as if its not firing.

    Incidentally, can you do console.log in C2 ?

  • Should do

  • Not an expert on joints, never used them. They're supposed to rotate though aren't they according to the forces ? I thought by using a turret system or taking control yourself with a bit of trigonometry then they will be stiff ?

  • You mean like a speaking book for children ?

    It can be done ; the hard bit is synchronising the text and audio.

    It should be possible (difficult in C2 realistically) to analyse the audio to find the pause points, especially if you are speaking slowly, and then marry this up with your spoken text split on spaces, to produce a JSON structure which contains the word, the start point and length of the equivalent audio. This would be easiest if the sound is in some sort of absolute raw audio format, e.g. a sequence of byte, word or long values sampled at a constant rate which if you plotted them would show the waveform of the sound - easier than decoding WAV etc. yourself, you can then look for periods of silence in the audio. I don't think this is a C2 thing - possibly python has a library that handles sound ? Java maybe ? sox could probably do the format conversion for you ? Not sure.

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  • I think you can do this with pinning and turrets. The idea of a turret is something like a tank with a turret, but each of your parts could be a 'turret'. Dependent on exactly how C2 handles offset pin rotation, you may have to pad it out a bit.

    If you think of a stack of cards which are mostly transparent, each card having one piece, all rotating around the centre point you might get the idea I mean

  • Add an instance variable - something like "owningUID" for the weapon. When you spawn it, save the UID of the sprite that fired it in owningUID - then when you have a collision you can check to see if the weapon belongs to the sprite that spawned it , or not.

  • If you are totally new to C2, even if you are a programmer, I would start with something easier. I started with a one player Pong and have (at the time of writing) nearly completed game 7 (Frogger) http://myconstruct2dev.blogspot.co.uk/ -

  • I haven't tried this, so apologies if it doesn't work. You can't do it directly, but you can access textHeight and textWidth of the actual displayed text.

    So if you want to set it at position(x,y) anchored centrally and it is anchored at (say) top/left you can do this by subtracting textWidth/2 from the x position and textHeight/2 from the y position

  • Not at the moment. If scaling really stuffs it how about having different resolutions which change as you scale ? Or scaling down rather than up ? Or perhaps you could build a composite of several images ?

  • Can you give more detail about what you are actually trying to do ?

  • One thing that amazes me about C2 is the number of times I think "I didn't know it could do that"

  • You mean right justified text, so it's banked up against the Right Hand Side ?

  • (removed as talking nonsense )

  • You can also use AngleAt on touch release - this gives you the angle of the swipe.

  • Err.... set Text ?