UberdroidGames's Forum Posts

  • Actually I've heard of a shader that warps stuff based on a height map... that would be perfect.

    Looks like the Lense Shader does exactly this.

    ...you have to make the source hightmapped like you want with brightness, and make your sprites that are going to wrap around it "Destination on top" rendered. Works real nice like...

  • Is there a shader handy that makes sprites warp like they're on the surface of a cylinder instead of a sphere (like the one in the example)?

  • Holy s#$%! Love the Metal Dragon... and the pixel stuff is eye catching too!   Maybe you could help me with some art I'm working on!

  • Is it possible since you're saving scores, able to post, able to save and retreive information with the game... can you send a message back and fourth between players... to implement some simple messaging or turn based operations between players using only the facebook server?

  • OK this may have had to do with my windows display settings --but it seems to be working now.

  • Capx doesn't matter, I can reproduce the problem in a brand new project just by using the "spawn another object" action.

  • Link to .capx file (required!):

    http://

    Steps to reproduce:

    1. Create a sprite object and a second sprite object on the layout

    2. add an event on every tick (or whatever) where sprite 1 spawns another sprite

    3. Try to select the object to spawn

    Observed result:

    The "choose object" button doesn't bring up a menu to choose the object to spawn, There's a window of objects, but if you choose one, then it goes to the object properties window (like you're trying to choose the object's angle or something... not the object.

    (maybe the choose object window is coming up behind the other windows?)

    Expected result:

    Choose object window comes up you pick an object to spawn and move on.

    Browsers affected: N/A This problem is in the editor

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Windows 7 64 bit

    Construct 2 version: Release 123.2 64 bit

    2.

  • That's right... Families... I remember now thanks!

  • If I have 10 different kinds of enemies and 10 different kinds of bullets, is there any way to have a check to see if a bullet collides with any enemy?   Or for every enemy (among different kinds) just see if it collides with whatever bullet and take the dammage that bullet packs with it in one of it's object variables?

    I'm trying to figure out a way to do this without having 10 collision checks for each bullet type or 10 different collision checks with each enemy type.

    In a traditional language you'd just have a generic "object" class with health and collision checks and have subtypes inherit from that... I guess I'm trying to encapsulate collisions.

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  • ...the first physics impulse is apply physics impulse at angle(ship.angle)

  • This is probably a little late but I found an easier solution...

    Add physics behavior to the bullet and spaceship behavior to the ship

    The bullet's physics should have no friction or dampening or gravity (obviously)

    When you spawn the bullet

    Apply physics impulse (some small number like 3.5 or something)

    Apply physics impulse (ship.Spaceship.VectorX/100,ship.Spaceship.VectorY/100)

    It works perfectly and no trig or extra variables needed!

  • Thanks! Sorry I didn't see that before...

  • Maybe I missed something, but is there a way to move and add points (like the point of origin) to all frames of an animation at once? Whenever I add a new point or move it I seem to have to go through all the frames --it would be nice to be able to do it once and only move it (or them) on individual frames if I need to.

    Maybe this is already there and I just haven't figured out how...

  • Aw shucks.   I wonder what they will do instead? Maybe have xbox more like win8?

  • Holy crap! Keep this up! wow!