positronic's Forum Posts

  • 10 posts
  • I have this working with tweening but i need to account for collisions. Im doing this in C2 with LiteTween. How would account if the bomb hits a wall to stop the tween?

  • Nice, I will give this a go and let you know how it turns out. Thanks!

  • Hi all,

    I am trying to simulate a bomb throw similar to how link does it in link to the past. Right now, I have the bomb being created at an imagepoint on the player. This sets a boolean to true will the bomb is active. I am also setting the position to this same imagepoint every tick while true. I have the throw button setting the boolean to false and its dropping the bomb at that point. This all works great. I need to now actually add some force to throw the bomb in the direction that the player is facing. I would also like the bomb to bounce a bit when it lands. I am not sure what behavior I should be using for this and how to simulate the bounce given its a top down game. Any ideas will help. Thanks!

  • This is perfect! Thanks so much to everyone for their help on this. I really can't thank you enough.

  • When I change that then the first chestCheck I run into will open the chest instead of waiting for all 4. I mimic your check now before that to help stop it but now, no chest will open. Here is my capx if you wanna take a look:

    https://www.dropbox.com/s/3t3j1ohw5vby62y/chestgame.capx?dl=0

  • So i had to edit the code a bit to get it to work but its working. The only issue i have doing it this way is that if i collide with two items on one box and two on another it will open/destroy the last box. I need to be able to destroy a box only have the 4 associated collision items are gone.

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  • Great! That's what I was wondering next. My plan is to have multiple boxes on screen at once laid out in order like so:

    Ill give this a go tonight and report back how things went. Thank you both again!

  • Hi all, I am trying to develop a method to track if my player has completed walked around an object. To be more specific, I have a box that I want to destroy once my player has walked around it in a square motion. To do this i need to track each side of the box to see if the player and walked past it. I have included a pic below:

    Im also thinking about if the player doesn't do this in a certain amount of time then they will have to try again. For instance, if they have walked around the left and top side of the box but not the last two sides in 10 more seconds they must start over.

  • Hi All, I am simulating a water spraying effect with small sprites with an Alpha Threshold on the layer they are created on. I would like those physics objects to fill a space and raise a platform above them. I want to use this as a level traversal mechanic. I have a gif to reference. Im not sure if I should make the platform a physics object then apply force up on the Y axis or if there is a better method. I have tried this and the sprites can't get under the platform enough to apply force.

  • I am very interested in this as well. Im currently working on a mobile title for the first time. My current window size is 320 x 480. The layout is configured for portrait. For graphics I will be using pixel graphics so Im using Letterbox Integer Scale. When testing on my phone the game isn't scaling and Im getting the black bars around my game. What should I be targeting as a native resolution? I have been testing on an iPhone X. Other than this im having a great time developing in Construct.

  • 10 posts