tomi71's Forum Posts

  • I haven´t tried it but somewhere in forum is said that one can simulate gravity by giving each sprite an individual force (downwards) and setting gravity to 0. But not sure how well it works.

  • Thanks for telling me this. It worked earlier today, as I tested it. I wonder if dropbox is down. I follow the situation. Actually I could upload this to mediafire meanwhile. I will do it.

    Edit. It did work just now as I clicked it. I will upload it to mediafire too in case it happens again.

    Here is mediafire link: http://www.mediafire.com/download/fsu5r ... blem1.capx

  • What if you used two kind of objects (that look exactly the same). The one with physics and one with no physics behaviour and switch between them when needed. Maybe the spawned one another depending on the situation. Probably a bit clumsy idea, but if works then great. I used in my game a two sprites. One being physical and one being just a sprite without behaviour (except bullet to "the sky"). The later was the same sprite with added in photoshop a balloon, from which the guy was hanging. The balloon has a bullet behaviour etc. and when popped I destroyed the ball after it had spawned particles and same time that animation sprite is destroyed also and it spawns the main character to it´s relevant image point.

    Maybe those things coming from right to left could have a bullet behaviour and once colliding they turn into physics

    I am not sure if I understood your problem correctly but this kind of "solution"came to my mind.

    edit. It seems that the problem is with immobile to yes. Does it has to be that way? What if it has gravity=0.

  • This capx must be started from intro. For some reason this capx tries to start with options (since I removed a lot of stuff there and didn´t fix that.) I removed some behaviours (3rd party plugins). I tried to find if I had uploaded some plugins there, but didn´t find any extra ones.

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  • Hello everybody, I have for a couple of weeks now tried to solve this problem. Have tried "everything". I´ve seen that there are similar problems here and it is parallax with zoom. I have tried really many of those formulas and ideas, but none seem to work for me. One solution would be to set parallax off, but that´s not the solution I´m looking for.

    My main character here is Clark (the constructor guy). Player clicks or taps bolts of beams in order to drop them and help him move around. Also clicking near Clark will give him a push to left or right (or up if clicking clark). He is trying to reach the lunchbox. I have a nice zoom effect with parallax (mousewheel) but I´d like the camera to always zoom into Clark. I have tried unbounded layout etc. I have created invisible object that the camera follows, but it doesn´t work. I have tried the canvastolayoutX. I have tried touch.absoluteX (for player to tap the screen and then move the camera there). Nope.

    I wonder what should I add to make it work. I´d be happy with two options.

    1) Automatic zoom to Clark always.

    2) Player taps the screen (or clicks) and camera moves there with a nice smooth way.

    Sorry for my english. It´s not my mother language.

    btw. This is my first post so I´d like to add that nice community here (so hello again <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> ) and nice software this C2 (even though I´m puzzled by many many things)

    I stripped most of the extra stuff from this capx file (but left in the event sheet 1 some of the try-outs I did in order to make the camera follow either tap or Clark.)

    Hopefully someone can help me out with this one.

    Here is the capx

    https://dl.dropboxusercontent.com/u/104 ... blem1.capx