R0J0hound's Forum Posts

  • That's part of the answer. The other issue is even if you used that expression every tick it would be the same. You need a variable that you change over time and use that for the lerp. This could work:

    global number go=0

    global number t=0

    on click

    --- set go to 1

    go = 1

    t < 1

    --- add dt to t

    --- road2: set scale to lerp(0.1608, 0.0804, t)

  • Guyon

    I think you need to do:

    nwjs.AppFolder&"mydog.jpg"

  • every tick

    --- box2: set animation frame to 0

    box2: is overlapping box1

    --- box2: set animation frame to 1

    repeat 10 times

    box2: animation frame = 1

    box2: is overlapping family1

    --- family1: set animation frame to 1

  • Put the paster on a layer with a parallax of 0,0, and make it only the size of the screen. Then you could use the is on screen conditions before pasting the objects.

  • It worked when I did it, so unless I wrote it down wrong, I don't know what's amiss.

  • 2d.

    Give the paper the bullet behavior. To shoot it create it at the player and set the angle of motion.

  • Yes, what have you tried so far? What are you stuck on?

  • Change the condition in event 5 from "X Box1 is overlapping family1" to "every tick" and then move the event to be above event 4.

    That fixes it in the situation you have but it probably will fail later on in some situations. Adding a "repeat 10" condition to the top of event 6 would be a quick fix, although not the most efficient.

  • I haven't looked at your capx yet.

    You could use that in JavaScript run with the browser object. You wouldn't be able to access the canvas plugin but you could still use a html canvas and return it's asURL string to load in a Sprite or some other object. Still it would still just be an image and that doesn't help with collisions.

    Well looking at that draw script again, you'd need to convert it over to canvas functions, they wouldn't work as is.

    In editor editing of curves isn't possible in C2, but probably in C3.

  • Probably to get the angle of the right stick it would be:

    angle(0,0,gampad.axis(0,2),gamepad.axis(0,3))

  • I do believe someone made a capx of such a movement. There's also a behavior someone made. If you opt to use events the way to do it is with detector sprites. Basically you place one at the left-bottom of the player and one at right-bottom. Then using a loop move them down till they hit the ground. The angle between the two detectors would be the angle of the ground.

    After that you'd do the motion. It's simple enough even without behaviors, but I don't have time to explain it.

    There's also a website you could probably Google that explains the actual sonic the hedgehog physics in detail. Could be useful.

  • If you're using uids you could do this:

    on seed destroy

    pick hole with uid seed.hole

    --- fill hole

    But this would probably be simpler:

    +---------------------------------------+
    | start of layout                       | seed: destroy
    |                                       | hole: destroy
    |                                       | flower: destroy
    +---------------------------------------+
    +---------------------------------------+
    | start of layout                       | create hole at (random(640),random(480))
    | repeat 10 times                       | create seed at (random(640),random(480))
    |                                       | seed: set targetHole to hole.uid
    |                                       | seed: set angle toward (hole.x,hole.y)
    +---------------------------------------+
    +---------------------------------------+
    | seed: collides with kite              | seed: bounce off kite
    |                                       | wait 1 second
    |                                       | seed: destroy
    +---------------------------------------+
        +-----------------------------------+
        | hole: pick by uid seed.targetHole | hole: fill
        +-----------------------------------+
    +---------------------------------------+
    | seed: collides with hole              | seed: destroy
    | seed: targetHole = hole.uid           | create flower at (hole.x, hole.y)
    +---------------------------------------+[/code:1rfby4yt]
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  • MarkeGamer

    Perhaps use a larger force?

  • bloodshot

    It's not a glitch or bug, the plugin doesn't have imagepoints. I probably won't be adding them, but you could put an invisible sprite on top of it.

  • Guyon

    You don't need to use this to do that. And in fact this only saves png as I recall.

    You can do it with vanilla c2. Add a Sprite and you can load a frame from URL. Then put the text on top like you want. Next you can you c2's snapshot action to capture it. Just set the viewport size to the image size you want to capture and scroll to the center of the location you want to capture.

    Basically:

    On click

    --- set viewport size to 128x256

    --- scroll to sprite

    --- snapshot canvas as jpeg

    On snapshot

    --- browser: invoke download snapshoturl

    You might need to add a wait 0 in there to get the view to update before capturing.