ShinobiSlash's Forum Posts

  • Faster? I'm using the Physics behavior to move the Ball around in my game (it's a game similar to Red Ball on Mobile).

    It moves rather well, but when it comes to getting it to move up certain hill/incline type ground tiles, it slows the ball (just like in real life I guess) down and makes it difficult to roll the ball up the hill.

    I'm rather new to the whole using physics in games, so should I add some kinda acceleration action code block to it (to make to move faster)?

    If you need a capx, lemme kno.

  • > try with cramberry plugins

    >

    I tried them and they work great! Best $5 ever spent!

    I will try that out...but why the native C2 plugin won't work?

  • Well, that game runs fine. I am assuming your code and sprites are whats causing the issue but I won't know until I take a look at the capx.

    Sorry for the delay, but thanks for running it for me. I'll try to post the capx soon.

    Will it be private? I don't wanna give it out for the whole world to see,

  • gambler-snake-26122.bitballoon.com/

    Hope this works...please check it out. Thanks for recommending that zenox

  • Hi guys, starting my first game on Construct 2...made a Demo so far:I dunno if this is the right forum for this (it is a Demo), but I'm having some performance issues with the game...

    When I play it in Chrome, the game moves painfully slow...also, alot of the fonts I used while programming don't show up at all (Is it a WebGL thing? not sure).

    And when I play it on my Mobile (iPhone 4 using the Browser), the same thing happens as well.

    But when I play it in IE (Internet Explorer), it runs a little bit better...still slow on preloading things (sounds effects, music, etc) but all of the fonts show up.

    So is it on the Browser side of things? Do I need to update them or something? Or just something I'm doing wrong in Construct 2? (as far as my game settings).

    Again, thanks for any help, and all the help given before. And how do you add rep points to the other posters?

    EDIT: It says I can't post my game URL b/c of low post count...any way around this? Cause I would like to show what is wrong.

  • Hope this helps me. thx///

  • Ok guys, I figured it out...I used the 'Overlapping' action. Thanks and repped!

    Still working on the Jump Thru stuff...

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  • One thing that users do and shouldn't, is mix the normal behaviors with physics. As the manual states, they are not really compatible, and will produce random and undesirable results.

    If you intend to use physics, then all movemnt etc should be done using physics also.

    Yea, I understand that...but what else to use besides 'Jump Thru'? I'm going to try 'moveable' and 'inmoveable' options.

    ShinobiSlash in regards to your third question, I would suggest adding another condition to the 'Jump' event where your player object must be colliding (touching) with a ground object (or other platform) as well as pressing the 'jump' button. This should solve your infinite jump issue (I had a similar one).

    Hope this helps a bit!

    Not quite sure on what to use...should I use 'Enable collisions' with all the Ground objects in the Jump Keyboard action? If you want me to post photo, lemme know.

    But I really don't understand why they didn't address this in the Platform Physics tutorial...

    Will using timers solve it?

  • I'm using the Physics system to control a ball in my game...working so far, but got a few random questions:

    1. When rolling on a sprite based Object (Land Block), the screen tends to 'wobble' a slight bit...does that have something to do with the Bounding Masks? or the actual sprites (Ball and Land Block)

    2. Can you use the 'Jump Thru' feature/action on a Object with the Physics action enabled? If I set the Object to 'Inmovable', I can't 'Jump Thru' to the next Object like I want too.

    3. While using the basic Physics movement to 'Jump' the ball (Apply Physics Impluse at (x,y) at image point 0), it makes the ball 'Jump', but at the same time it will continue to do so every time you press the button (up arrow in my case). Is there a way/command to make the ball do it only once in the air?

    Again, thanks for any help.

  • Like mentioned above, Set the ELastcity to 0, I believe...

  • I'm not sure I'm clear on your question. Would actual rotation (setting the angle) of the sprite work for you needs? Or, do you need an animation (cycling through the sprite sheet) of the sprite rolling while it is moving?

    Oh no, just to make it 'Roll'...rotate around. As for now, it's just one sprite (a Ball Circle) but in the future it may have multiple sprites.

    Ok. I got it working a bit....I used the Set Angle and the formula (self.Angle + 100*dt).

    Thanks if I have any other questions, I'll post

  • Directional (Left/Right) Buttons? Everything I've tried so far (Rotate Behavior, Physics) doesn't do exactly what I want it to do. I just want the 'Ball/Circle' sprite to start 'Rolling' or 'Rotating' whenever I push Left/Right; and want it to stop when I release the buttons.

    EDIT: It's for a side scroller, similar to the game 'Red Ball'.