powerwaffle's Forum Posts

  • Zombie Tap Attack! Now on Google Play!

    Follow the link to download:

    play.google.com/store/apps/details

  • I've finally finished my game after starting in 2016 and working on it off and on. Please give it a try and let me know what you think! Thanks!

    Follow the link to download:

    play.google.com/store/apps/details

  • To keep it simple... i'm trying to set up physics for a pinball game. I have a left and right paddle with the physics behavior. On the start of the layout I create a limited revolute joint for each. The left and right keys on the keyboard apply an angular velocity to the paddles. When the left and right keys are not pressed, a negative angular velocity is applied to the paddles for a snappy return. The problem I'm having is that When the balls fall and collide with the paddle - the paddle jumps/twitches on both its position and angle as if it were connected to a tight spring or something. How can I keep the paddles solid/rigid/stable?

  • It would be great if there was a way to save all the game variables with just a single command - and load them at the game start/main menu... without returning to the game state/level. Rather then having a bajillion Local Storage saves and loads.

  • Solution: The layout must stay the same scale (Action > System > Layout > Set layout scale). Once the layout changes scale any following paste (or draw?) actions on the drawing canvas clear it entirely.

  • I have a drawing canvas object the size of my layout. I create sprites, paste them on the canvas, and let them delete by fading out. Everything works fine until the sprites are created near/at the bottom of the screen - then everything gets erased. My window is staying the same size. When there are sprites on the canvas ive tried reszing my window but they did not delete. Just creating at the bottom clears it. Help?

  • Similar to flash and... well... every animation oriented program. A sequences editor/designer for animating multiple sprites using curves/tweens (linear, bezier, and all the other doo-dads) to control position/rotation/scale (and if I dare say it SKEW AND BEND) and perhaps even having readable value only curve sequences to have unique control over opacity, particle speeds, positions, bla bla bla. Single play, looping or key-framed sprite object animation control (lip syncing). Contained within a "sequence" object that could instance/create the referenced sprites upon dragging it onto the layout - and be moved and adjusted as a group. Maybe along with animation sequence could be curve sequences that are used in events or applied like the sine behavior (Apply to position, rotation, scale, etc.) with the option to scale the play speed of the sequence. Ya. Thats about it. It could open a lot of doors. Figuratively and literally. Crazy ass boss battles, unique character animation, lip syncing, moving obstacle with unique patterns... and all in all: More creative control, immersion, and unique possibilities.

    It would also be nice to be able to import construct 2 projects with incompatible plugins that are... I dont know... greyed out, or highlighted with a "Unable to load plugin" bar where the commands and events should be. Instead of just rejecting the project all together.

  • I'm currently working on a platformer game. I'de like to find an artist to work with so I can focus on game design and levels. I'm aiming for an all ages funny game, cartoony and obscure like conkers bad fur day, minus the adult themes. I have a prototype with a spring with googly eyes as the protagonist. But I'm also thinking of a quadriplegic squirrel in a bouncing mech suit as well. The possibilities are endless, but the funny factor can be gauged. After all, if we aren't trying to put a smile on the players face what the hell are we doing lol. If you have no friends, money, or something to loose come take the 1/100000 chance of video game success with me.

    This is my old game but I'm kinda tapped out on working on it. It had its run.

    https://play.google.com/store/apps/deta ... free&hl=en

  • Im thinking pixels per frame to second would just be "self.X - self.prevX * fps", and pixels per second to frame would be self.Platform.VelocityX * dt.

    edit: It seems I have found solace in this:

    On Jump Overlapping TiledBG2

    self.VelX = (self.VelX + (TiledBackground2.X - TiledBackground2.prevX) * fps)

  • I think we would be able to use the solid sine movement if we could use DT to "transpose" pixels moved per tick to pixels per second for the platform velocity to manipulate. I began using my own variables to run platform.velocity X/Y directly instead of using "default controls". So it's just going to take some flag switching and setting the platform velocity directly to general x/y velocity for the player to work under and an absolute x/y that gets set when leaving a platform or getting smacked by one or something. But since the platform velocity works in pixels per second... What do you think the math behind that would be?

  • Not land on the same point. Just keeping the momentum gained from riding the platform. It shouldn't be too hard to get working. It would be nice if it was built in but yeah. Thank you for your response. I rarely get responses or help on these forums.

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  • something like that. directly manipulating the x and y while using movement behavior can cause it to glitch out on collisions.

  • It's not using the pin behavior. I was just describing what happens when you land on a moving solid block. I'm thinking I'm going to have to the moving block save its position, and compare it next tick to give a distance moved and have it apply that value to the player when it they jump off. I dont know. I'll figure something out.

    edit: the template platformer has the same problem anyway. You jump when the block your on is moving and you just stay in the same place..

  • So if I use a solid tiled background with a sine moving it horizontally, my character lands on it and is "pinned" and moves with it. Half way through the cycle (while the platform has a decent amount of speed) I jump and the platform sprite just stays in place. I want it to retain its speed when leaving the moving platform. Like... you know... the laws of physics suggest should happen.

  • Is it possible to lock the angle of a distance joint between two objects? So the two objects are connected like a hydraulic rather then some kind of clock hinge.