YoHoho's Forum Posts

  • I've posted various Timer examples over the years.

    http://www.blackhornettechnologies.com/ ... ullet.capx

    http://www.blackhornettechnologies.com/ ... ample.capx

    http://www.blackhornettechnologies.com/ ... 50424.capx

    http://www.blackhornettechnologies.com/ ... 51210.capx

    http://www.blackhornettechnologies.com/ ... imers.capx

    Finally, I was able to get the Timer behavior working properly. After using C2 for so long, I could actually understand how things worked in your examples. Thanks a lot.

  • I'm working on a game that generates an object and lets it fall down from the origin point. I want the object to be generated randomly between anywhere from 1sec to 4sec. I believe that using timers is supposed to be better than using the system Wait functions, but I haven't found a good example of how the Timer behavior is used. All of the tutorials I saw are older and don't seem to feature the Timer behavior.

    For my project, the object generation is happening at set times and it's making the game easier to predict. Any examples of using the Timer behaviors AND/OR helping with the random object generator would be appreciated.

  • Are you ever going to share the details on how you created this game? I could certainly learn alot from over 350 events. I didn't even understand how these clicker games worked until I tried your game.

  • I've thought about getting graph paper for this very reason. But I have so much paper in this den of Hell that is my parent's home... it's like an episode of Hoarders.

    Are there any digital means of accomplishing this that are available online for free to use?

  • should be only one additional image point,you can rotate spriteSpawner

    Holy crap! That looks like a genius idea! I hope to remember to try that.

  • here is a solution without math

    In this case it's 45 degrees and I just made some additional image points to my sprite 1 object

    Edit: Sprite1 could be an invisible helper and you set the image point wherever you like (like 12 image points around the Sprite1)

    What exactly is the 'local number = image point 1' and how is it being used? I'm not recalling how to create such at thing.

  • After some searching, I was able to get some sort of conveyor belt working. However the ball object gets hung up on the end of the belt AND it looks whatever bounciness it had when it falls.

    https://www.dropbox.com/s/ihh1970oiqyppu7/Physics%20Objects%20Testing%20-%20GEAR%2BCNYBLT.capx?dl=0

    Does anyone have the solution to this issue, along with any ways to improve the Gear object?

    Next is trying to get the Anti-Gravity and Blowing Fan objects working in the future.

  • (Remembers stress inducing platforming jumps from Mega Man games...)

  • https://www.dropbox.com/s/socvnpppylsz3iv/Physics%20Objects%20Testing%20-%20GEAR.capx?dl=0

    This version shows my working 'Gear' physics object.

  • Currently all of my objects that will operate have Physics (immovable; drag/drop) and collision turned off whilst I've contained a Physics sprite to each object that will trigger the actual event. It made sense to do things this way so the sprites can animate AND not affect the physics of anything else; following a lot of tutorials really helped out.

    For the 'Gear' object, I created a rectangle sprite and a circle sprite each with Physics (immovable) -> arranged 4 rectangle sprites to the circle in a proper pattern -> Pinned them to my 'Gear' object that has rotation -> Have the 'Gear' rotate when the 'Ball' collides with either the rectangle or circle sprite with a set rotation (max 100 pix).

    I'll get a capx available soon.

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  • I'm working on a project and I'm looking to accomplish certain physics actions on a ball object. I've tried different things but I'm not sure of the differences in behaviors. Here's a rundown (I'll add new ones once I get each one working):

    • A conveyor belt mechanic that moves a ball along in the direction the conveyor is facing (mirroring would be needed)
    • Changing the ball's gravity when it passes through a sprite as it moves along

    Hopefully this topic can help others as well looking to accomplish the same/similar physics actions. I was able to get a working 'gear' that rotates once the ball hits it. If anyone's interested in seeing that then let me know.

  • something lke this? https://youtu.be/1JEYeLGsYlg?list=PLOFk0YyEmMmdifV9NiUDvYhUEjWS-bJpy

    Dude, I've watched your videos! I literally just finished your Tetris tutorial!

    But now, I can't figure out how to add the other Tetris block shapes (square, 4 pixel line). How do you create those shapes and have them work properly? I couldn't ever have figured out how to accomplish making Tetris in C2 without your videos; way too much work trying to figure out the array setup.

    As for the beat em' up, I'll look into it a long ways from now; probably will just purchase a template that works and try to make adjustments. Hope you create more videos!

  • Have you considered looking at any tutorials? The pin behavior is a rather simple behavior to use.

    I can't be the only new user of C2 who's been following and completing a different tutorial every week to learn the ins and outs.

  • Make a game out of this already.

  • Any general notes/advice as to how you put this together? I could probably make something like this myself (and be impressed with my amateur skill), but I'd probably run into issues.