Tim_A's Forum Posts

  • Thanks for replying... that certainly seems to match the situation I find myself in.

    I've just tried scaling the ball and walls etc. x 10, then resizing them and am still getting the same results.

    Are you suggesting I start with a new layout size etc and scale the elements to meet my low-res look?

    It might be that I can't achieve what I need with this quirk in place.

  • I'm working on a low-res physics game based on mini golf (though taking a completely different approach to golf with the final version).

    I've played the excellent 16 Greens (https://www.lexaloffle.com/bbs/?tid=39406) and want to replicate the ball physics with mine.

    The problem i'm having is that whichever ball/wall physics config I choose... the ball always ends up 'hugging' or sticking to the wall at low speeds and doesn't rebound properly?

    Am I missing something? Here's a capx if anyone has time to look, i'd be very grateful.

    dropbox.com/s/ibtc4ys39q2tjj8/ball_help_needed.c3p

    Thanks in advance

  • Thank you... the 'NOT already moving' command is a great solution.

    I wonder whether combining them into one large/wide sprite would be more efficient than lots of sprite entities being moved at once?

  • I'd like to make a horizontal list of sprites that you can move left/right to choose a level...

    I made some thumbnails from a single sprite entity, using different animation frames for each thumbnail (to keep the sprite count down).

    I arranged them in a line, then added a MoveTo on the touch-object action (touching left button moves them all left 100px etc).

    However if I rapid-fire the left-right button they move more than they should, and don't align in the centre.

    I'm guessing there's a better way to move the sprites left/right a set amount so you always end up with one in the centre?

    I'd be grateful for any tips on making a carousel type menu. They don't need to loop back to the start if easier?

  • I've decided to add my games to the same wrapper and have a start menu so you can choose which one you want to play.

    I just wondered if there's a memory efficient way to do this rather than loading a whole library each time?

    Can you dynamically load games? My games tend to be contained within one event sheet each if that helps?

    Thanks for any advice

  • Apologies for the late response, your solutions ended up working perfectly and added just enough random movement before the targeted movement to get the result I was looking for.

    Now to finish the game...

  • Thanks for the reply.

    I've set a random angle to begin with, but what is the command to make them move off in that angle in the first place?

    I'm used to setting a target. I'm not sure how to point something in a direction then sending them off before I give them a target to follow?

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  • I've got a game where something pops-up in a random location, and a group of enemies head towards it.

    However, using the MoveTo behaviour they just straight-line it when it appears.

    I wondered if I could add a little variety to the movement? For instance make them move in a random direction first for 1 second, then turn to head to the object?

    A bit like they're looking in random directions then they see it and head towards it?

    Any other suggestions?

    I can set the direction to a random angle first... but can't get them to move in that direction for a second or two before heading straight at the object.

    It's a top-down game FYI.

    Thanks for any help.

  • Wow thanks so much, that looks exactly what i'm looking to do.

    I'm just working my way through blocks to make sure I understand how it's working... it makes perfect sense, though I could never have come up with this myself.

    I think this will be the perfect foundation for what I need.

    Thank you again.

  • Incidentally... I should add that if it makes it easier... I could just have a grid made up of 3 x red, 3 x green, 3 x yellow etc. that randomise the order.

    So i've been looking at shuffling arrays, and converting the array into a grid of sprites??

  • I'm trying to get my head round the best approach (that doesn't involve creating a grid of spawners etc).

    I'd like to create a grid, for instance a checkerboard... made up of random different color sprites (squares for now for ease).

    So Yellow, black, red, blue, green, orange sprites etc. etc.

    However I need to make sure that the array always includes at least 3 of a specific color sprite such as red.

    I would randomise the grid of sprites each time.

    Any advice to automate this please? I'm thinking it's an array, but can't get my head around it currently.

    Thanks for any help

  • Thanks for the replies... i'm trying this but still not having any luck.

    How do I set the overlay position (and pin) to carcontrol with id of 0?

    I can only set the pin to CarControl in the dropdown.

    Thanks again for any help

  • I've got 3 car helper sprites moving round a track, all based on the same sprite.

    I'd like to pin an overlay graphic to each of them to represent a different car.

    How can I Pin > Car.UID = 1 for instance.

    They also have a unique ID assigned as a variable if that's easier.

    I feel like this should be simple but can't get my head around it.

    Thanks for any advice.

  • The original was sprite drawn... and this was what I was trying to emulate:

    playclassic.games/games/racing-driving-dos-games-online/play-ivan-ironman-stewarts-super-off-road-online/play

    It's got a lovely 'janky' feel to it :)

    So it's basically a large spritesheet of different angles it calls depending on what type of bump it goes over?

  • I've also just realised that the Pico-8 example is running in 3d looking at the source code, that's why it looks so good in movement!