wildmedia's Forum Posts

  • Hello guys, it is possible to play a video file inside in game canvas or embed a youtube/vimeo player?

    Or .gif in worst case scenario?

  • Is there anyone who managed to create an app for iOS and Android that uses Facebook? And if so, what was the export method you used.

    Thanks.

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  • Add physics to your object, on collition with the solid, accelerate object or change velocity in the other direction play a bit with the values in order to gain the desired effect.

    Give us some more details so we can come up with a better solution.

  • hello guys,

    I have a huge problem, i need to include my game in a page that is outsite my project folder.

    main/mypage.php

    main/games/mygame

    That's my configuration, I changed the includes in the index.hmtl that C2 builds and I managed to get the game running, but my media is missing, all i have is text, and generated content, my images are not loading.

    I cannot use an iframe, because for some unknown reason I can't use AJAX post, my reuqest works beautiful but the post is not going to work from an iframe.

    Any idea is welcome. Thank you.

  • I think that the best option is to use the draggable behavior on the pink sprite and in the IS DRAGGING event SET x = your pos,(otherwise it will be draggable on the X axis as well) in order to keep it feel like a scroll bar and do the deltha thing

    xD

  • I edited the capx a bit, I'm sorry but i have to go to sleep, (4 more hours and I must go to university)

    The idea is that you must calculate the delthaX (current touch X - strating X) and move the family in the oposite direction with the deltha value.

    .capx

  • you can create an invisible object(container), pin the objects you want to scroll to the container, and change it's position on scrollbar dragging.

  • The function that C2 uses is written in the c2runtime.js, am I right? If I'm right, it will work because the browser will get the new c2runtime.js before any other action, it will download before rendering the view.

  • It resets because you use the Key is down event, that means every cpu tick(while the key is down), you set the animation to "punch", you should use On key pressed.

  • Okay, I suppose that your application is hosted on one of your websites. If that's right, when you make an update,you will have to edit the index.html, or the page where the game is ebedded.

    Find this line <script src="c2runtime.js"></script> (it calls the game runtime), and change it to: <script src="c2runtime.js?version=x"></script>

    where x it's the version of the game, the browser will know that you have a newer version of the code, and will flush the chace memory and get the current script.

  • There is an action called: Rotate toward position, use it with the (player.X,player.Y) and the spacecraft will rotate at the desiered angle, the initial angle of the spacecraft(at the strat of layout) is 0, and it should be pointed to right (->) like this, otherwise, you will be confused when you'll use the rotate toward pos.

  • I can't understand your question to be honest. try to explain better what are you looking for.

    The instance thing is easy, let's say we have the SpriteX, and we spawn it multiple times. The first that you spawned will be the 1st instance, the second will be the second instance, is like an array of objects.

    array = {'Peter','Ann','Josh'}

    Peter is the first instance, Ann the second, Josh the tird.

  • delgado's ideea is good, but first of all you must set world gravity to 0, otherwise it will fall wrong.

  • the formulas you'll need are:

    average speed = delta X / delta t, it means the distance between the touch and the release devided by the time.

    average velocity = delta S / delta t

    average acceleration = average velocity / delta t

  • Ok I have an idea!

    calculate the distance between the touch and release point

    and also the time between and you can find out the speed.

    If you know the speed you can calculate the normal velocity and acceleration.

    Then you have to se the object acceleration to the acceleration you just found out.