RamPackWobble's Forum Posts

  • Nice! That makes a lot of sense. Thanks for putting that example together. Good idea making the "iv"Scale instance variable to hold the value!

    Glad you liked it.

    ( I'm full of good ideas )

  • quick test

  • in that case there is a "spritefont set scale"

    so something along the lines of

    set an instance variable holding scale

    then every x seconds

    set spritefont scale to instance variable

    instance variable=instance variable - 0.1

  • Does it have to be sprite fonts - have you looked at using particles ?

  • To make life easy here is a link to Angryfly on youtube.

    https://www.youtube.com/user/Angryfly3D

    I wish I had the patience and skill to make things like that.

  • 12 o'clock should be 270 degree and 360 is back at 3 o'clock (where you have 450 it should be 225)

  • now tested...

    (latest beta can be found at the bottom of most pages)

  • The most common way here is to use dropbox and add a link.

  • you are saying

    if the flash light is touching the wall set the length of the flash light to the distance from the (location of) flash light to the (location of) wall

    but

    the wall is very long and its (the wall) location is not where the flash light is touching ie the wall might be 400 pixels long and 30 pixels high with its location (centre) at 200 pixels from it left hand side - so if the flash light touches the left hand side of the wall then its length will be set to 200 plus pixels . Does that make sense ?

    One way around this would be to use much shorter lengths of wall to make your exterior wall.

    Thanks for doing the tutorial translation.

  • In you event sheet add something like

    every X seconds -- set sine period to Sprite to random(range required)

    or, maybe better ?

    every X seconds -- set sine period to Sprite to Sprite.Sine.Period+random(4)-2 (which will alter the period by +/- 2 seconds

    you might also want to set some limits so it doesn't get too fast/slow

    (not tested)

  • 0 degrees is right (ie going left to right across the screen)

    put another way if your player is in the middle of a standard clock face 0 degrees is 3 o'clock, 90degrees is 6 o'clock, 180 degress 9 o.clock and 270 degrees is 12 o'clock.

    mirrored flips your graphic left to right.

    so in my example 4 (which you still do not appear to have downloaded ?) I say is the angle the "axe" is travelling between 90 and 270 degrees (ie going left) then flip the graphic left to right and start it rotating anticlockwise.

    you only pin once - then the pinned sprite will move with what ever it is pinned to. Normally this is done when you create the sprites - if the graphics are already on the screen at the start of the game then use on start of layout.

    I am learning C2 by picking out small parts of games and working out how to do them - How to move a player to follow the mouse ? How to make the player fire when he is in a certain area only ? how to change the graphics from facing left when my player is moving right ? Just small parts that could be used to make up a whole game. Read though the beginners tutorials (Ashleys especially) and try to understand why they work - please don't just load in the capx or "type in the code" but read the blurb and most of it will be explained.

    You will not understand everything at once - I learn something new, or at least reinforce some understanding, nearly every day and that is after a year of using C2 several times a week.

    Try to avoid every tick for anything unless it is absolutely needed to be done 60 times a second.

    Maths is important.

    Not looked at your video link yet.

    Good luck.

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  • Hey Rampack!

    Still making great examples I see..

    I agree that the joint will give more control and probably make gameplay a bit more predictable for the player, but tyour example is pretty nice!

    Hi LS - nice to have you back. I am still getting distracted with these but I am still learning / reinforcing ideas by making them.

  • I can not open your second capx (using a plugin I don't use/have) but I had a quick look at your first one and noticed that you are using other behaviours (8direction) with physics (probably not a good idea as it can (will ?) cause problems - try to only control physics sprites with physics (eg impulse/force) )

    Here is a quick edit of your first capx - although I do think that using a a joint will give you more control id does show that the basic idea of friction will work

  • What Blackhornet was saying is change event 4 to

    on right button click on sprite2 -- sprite2 subtract 1 from Res

    the way you have it now it does not know which sprite you want to (subtract 1 from res) from so it is doing it to all sprite2s

    by using "on right button click on sprite2" it will only pick the sprite2 that your mouse in on while right clicking

  • and were you able to download "axe test 4" from above ? (I ask because the download count was showing "0" and I am not sure if people below a certain rep can download ?)

    here is a copy of the "code" - (the pivot-point and the axe are in a container so create one and you get the other)

    [attachment=0:3sy9cjwi][/attachment:3sy9cjwi]

    (and here it is running)

    https://dl.dropboxusercontent.com/u/143636437/examples%20for%20web/axe/index.html