worluk's Forum Posts

  • 13 posts
  • Rex, thank you. Will look into it, looks like The Solution! I'll try to figure out posting to friends' walls, it can be done with JS in theory.

  • Is there a detailed and up to date tutorial for this problem? I found one that uses a private MySQL server and PHP script, but also Webstorage, which has been phased out. Facebook object is pretty limited in its capabilities.

    In fact, a Scirra-run MySQL server would be nice added value for paid licence users, along with some help on Javascript fo sharing screenshots, inviting friends, posting to friends' walls etc. This is quite crucial nowadays for viral marketing.

  • The problem: I need to create, write and access a certain file with an absolute path, on mobile platforms. This is needed to allow my games to sync user achievements, scores and levels. On desktop, this would be something like %userdir/Score.csv.

    Webstorage, if I'm not mistaken, stores data assigned to a given app. Thus, another app cannot access its local values. Where should I look? Thanks!

  • Hi! What I need is pretty much the common Webstorage score-keeping, but in a shared file that serves multiple apps. I'm working on a series of apps that are related, and want them to have a common score file. I know that WS saves to the same slot if apps are on the same domain, but how does it work with mobile apps?

    Thank you!

  • OK, case closed. There were some distorted instances tucked away on another layout that interfered. Sorry C2, it wasn't you.

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  • Hi! Searched around a lot but nothing came up. The problem: I have some hi-res sprites, in a family. When they are put on the layout through the editor, they display correctly in the preview. However, when they are created by an event, they all come up distorted. Debug shows that created sprites lose about 15% width and gain a few % height.

    There are no events telling C2 to resize any sprites. Objects not in families are created correctly.

    The only 3rd party plugin I use is Nickname.

    Is there an undocumented feature in Families that affects size?

  • Works a charm. Thank you and kudos to Rexrainbow!

  • Hi, I tried to search for a solution, but no results yet. The problem: I have a Family of say 10 objects. Each have a numerical Instance variable like a list nr. I want to tell Construct to create the object with the given instvar. That is, if conditions result "3", then create Monster 3. Is there a way to do that, or do I need a block of if-then conditions?

    Thank you!

  • Like this?:

    https://www.dropbox.com/s/nnz60lspve2i1go/PhysicsInfaltionTest_1.capx

    Thanks. I can't upgrade to the latest release due to a dll bug, but will take a look as soon as I can.

  • Thanks!!

  • Same dll entry point bug here (Win7 x64). I need to continue with a project, so please give a link for the previous stable release. Thanks.

  • Hi, I need to have a physics object "inflated" during game. It should push things apart as it grows.

    I found that resizing/scaling conflicts with the Physics behavior. I also tried changing animations, but they just won't change. I could spawn larger sprites in a loop, but the problem is that the resulting overlap would not produce a gentle push but kick things around violently. Any suggestions are welcome, thanks.

  • Hi, this is my first post here. I'm creating an Angry Birds clone (duh, it's a clone of clones in itself, so let's just say catapult game) and run into some interesting problems.

    I need breakable blocks. I have managed to code a viable model where blocks colliding with the projectile, each other or the terrain can break and the halves can be destroyed.

    (For the record: while targets use hit points which can be worn away, blocks must rather have a damage threshold under whick nothing happens and over the threshold they snap.)

    Now, the problems are the fllowing. First, there is a tutorial about momentum damage (https://www.scirra.com/tutorials/487/using-physics-objects-momentum-to-assign-damage). This is needed to deliver damage to targets hit by falling blocks. However, I also need to take angular velocity into account, because when block has landed on its end, the other end crashing down should still deal damage. Now, this produces some weird cases where blocks turning on another one just snap mid-air. Probably because they are registered as colliding with their "hinge" end.

    Also, blocks snap when rolling off another one, again, probably seen by the engine as colliding and having a certain velocity at the same time.

    Any suggestions on how to sort this out? Maybe I should just skip angular collisions?

    Otherwise, I'm having a jolly good time with C2, it was a steal with last week's discount!

  • 13 posts