TheWyrm's Forum Posts

  • Hi guys,

    If i had the a physics object called Planet which has different animations then setup the following event.

    -'Planet' on collision with 'Planet'

    --------Is animation 'default' playing? -> 'Planet' destroy.

    --------Is animation 'sun' playing? -> ?????

    This would give me the following results in game.

    -In a planet vs planet collision both planets would be destroyed.

    -In a planet vs sun collision only the planet would be destroyed.

    However, In a sun vs sun collision I want both suns to be destroyed, but I don't know how to separate the two instances to compare them. Is one self and the other planet?

    Thanks in advance.

  • rexrainbow Sure, but in that capx you have three sources with the same tag. So either;

    1. They all work simultaneously.

    OR

    2. One of the sources takes priority.

    I want to know which? I was hoping for 1 but I think it's 2.

    If it is 2 then which source takes priority?

  • I was trying to work out if multiple sources could apply force to the target at the same time. So the force applied to the target would be a combination of both velocities. In your sample2 capx it looks like only one source force can be applied to the target at one time.

    Fiddling with sensitivity sorted the problem in my game, but I would be interested in an answer to the above.

    Great plugin by the way

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  • Hi rexrainbow

    I am building a quick game that is a bit like that sample. However, the attraction only seems to come one rather than all simultaneously. Is that correct? Is it a bug? or perhaps I have not factored anything in.

    I have noticed in your second sample that the attraction of gravity only seems to be coming from the middle red circle as well?

  • It looks like it's a problem switching between running around the circle and setting the velocity. If I put a 0.04 second wait between setting landed to 0 and adding the velocity, it seems fine. However, adding a wait feels sloppy and it may break depending on the performance of the device.

  • I have a player that moves around a circle. When I touch the screen I build up power. On release I give the player a velocity equal to the power and move in the direction of the touch x and y.

    On a short touch it's fine, but on a long touch the player receives no velocity at all.

    Capx attached (Game layout)

    Any ideas?

  • My layers have different scales. So something set to 0,0 on one layer may not show up at all on another. How can I convert a position from one layer to the other while keeping it in the same place on the screen?

  • spongehammer Awesome! Thanks for confirming!

  • Lets say I want an options windows that I can trigger from every level. I want to have common actions in one event sheet and use common sprites so I don't have to change it in each and every level. Now creating an event sheet to include isn't a problem. However, I'm not sure about the sprites. Previously I have seen an error message saying a sprite needs to be added to the layout before they can used in the event sheets.

    So my question is as followed. Can I just place all my sprites in an unused layout and then use another empty layout with an included event sheet to spawn the sprites I need?

  • Added fire with smoke effect on middle click.

    Fire & ice demo NOTE: Suitable for computer

  • Hey guys,

    Apple haven't updated their distribution graph since January 5th (iOS8 distribution: https://developer.apple.com/support/appstore/) and I'm guessing it will be about 70% now (iOS8 adoption: https://mixpanel.com/trends/#report/ios_8/from_date:-29,report_unit:day,to_date:0)

    I wondering if they are waiting for a product launch (iWatch or iOS8.2) to announce it?

    Kind regards,

    TheWyrm

  • Added Somebody's Fire effect to thread header with my frost modifications on right click -> http://www.thewyrm.com/test/fireandice/

  • Somebody That look's pretty nifty. I adapted yours to show a frost effect on right click and show the resource usage just so people know how much each eats.

    everyone Basically the more particles you have the better you can make an effect look, but the more resources it requires. So if you're making a game that will run on a computer it's fine to use effects like Somebody's (320 object count), but if you're making a mobile game you need to use effects like mine (5 object count).

  • mercuryus no problem! Glad I could help

  • So set set mirrored and set not mirrored doesnt work?