sqiddster's Forum Posts

  • Hey all, got an interesting question.

    At the moment, 8-directional controls always are oriented in the same direction, regardless of rotation of layout. Needless to say, this makes it impossible to use in any games involving rotation of layer/layout.

    So, there are two solutions as far as I can see...

    -1. Someone comes up with a working replication of the behavior, and then we could apply trig. However, I cannot seem to come up with a good imitation of it.

    -2. Ashley adds an 'Angle Offset' property, which adjusts the control direction of the behavior accordingly.

    Any help or advice would be nice!

  • I also hate the subscription model. Scirra's generous pricing really puts them ahead of the competition, and a subscription licence would not help them at all.

  • If you use physics, yeah, just apply a constant force to all your physics objects (family perhaps?) in the direction you want the wind to go.

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  • Ah, yes, the good old todo list ;)

  • Nobody is going to make your game for you, unfortunately.

    If you have no idea what to do, start with an easier game, consult the FAQ, read the manual, and then ask about SPECIFIC problems you have.

    Good luck!

  • Very subtle music would add to the game, I am sure.

  • Which demos are you talking about? Space blaster is the only one I know of which gives an indication of a real game simulation...

  • When you play a sound, you get to choose a tag. set this tag to the name of the audio file if you want, then use this tag in the 'set volume' or whatever expression.

  • "or" is on Scirra's todo list.

    For now, I don't see anything wrong with copying and pasting events.

  • Generally, the best ways to reuse code are:

    1. groups which are set active only occasionally

    2. event sheet includes.

  • for each object

    object: if variable = what youwant

    I think that is all you need? If not, could you please try to be a little clearer on what you want.

  • Hey, no problem.

    Those system expressions compare vectorX of the platform behavior. I changed it so that any time the player is moving left, it will point left, and any time the player is moving right, it will point to the right.

    I just realized that this was not necessary, I was using the arrow keys by mistake. But it will still benefit you to leave them in as you should support multiple controls, and you will not have to duplicate events.

    Also, it is very good to know how vectorX and vectorY work.

  • I think this fixes it...

    just a few minor changes.

    dl.dropbox.com/u/41931267/for%20murilokleine.capx

  • I am not sure what you mean. The 'renderer' system expression will return either 'webGL' or 'canvas2D' depending on the renderer being used at the time, if that is what you mean...

  • Set point sampling to true = all your troubles are over (unless somebody is not using webgl)