bladedpenguin's Recent Forum Activity

  • Rex has a Y-Z sorting plugin that just grabs everything on the layer. I dunno if it's more efficient than the FamilySort, but I hope so if you have lots of sprites.

  • Ah, I was using System Wait actions before moving the Textbox, which seems to be what screwed it up, though I don't know why.

    On the PC anyway, the On Text Changed works as I expect it to, and triggers whenever a character is entered or deleted. Thats fine, I was expecting to check for a newline, but the OnTextChanged does not trigger when I hit enter. I'm a little unclear on how things are supposed to work on a smartphone. I'm using OnKeyPressed for now untill I get a phone and test it.

    Also, is there any way to detect whether a keyboard is attached at all? I figure I need to build a gamepad friendly text entry box if the keyboard is missing.

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  • The behavior of an object in a game is often dominated by the context in which it resides. You could have a rubber ball in everything from Pong to Unreal Tournament, and they will be implemented with only a few commonalities. Frostyelk just suggested one way to make a rubber ball with C2. What didn't you like about his solution?

    Another solution might be the physics behavior, which allows you to set a very high elasticity. Using physics or chipmunk will introduce additional complexity to your movement, so make sure that you want that complexity before you use it.

  • Theres an expression for getting the Logical X and Logical Y. use Board.PXY2NearestPX(X, Y) and Board.PXY2NearestPY(X, Y)

  • Set an instance variable TargetSpeed. Then if Speed < TargetSpeed, Speed = speed + Acceleration*dt

  • Hmm I PM'd the author of the tut. Hopefully he responds and updates his links.

    You should still be able to move the Player with Set Position, it'll just be instant instead of smooth.

  • On a PC, I can detect return key being pressed or whatever, but, on an Android or IOS device, will the virtual keyboard register that same "On Key Pressed" event? If not, how do I detect that the user is done entering text?

    I'm going to use a button.... but I'd like to work the way I expect the user to expect it to work.

    Also, is Set Position supposed to work with a textbox? I know it's a form control not an ingame object, but I can't seem to get it to move.

  • You might take the minecraft route and use chunks. You can put Arrays in Containers with tilemaps, then when the player gets too far away, Serialize it as a JSON and put it into webstorage or whatever, then destroy it. The only problem is I think C2 puts an upper limit on how big a layout can be.

  • One solution would be to use an animation. You could make the origin move back and forth over the course of the animation.

    Another way to do it would be to have an invisible DementorBase, which has the pathfinding behavior and moves in a sane manner, then have a Dementor that either has it's position near the Base, or has some custom movement that sort of lerps toward the base, but keeps it's momentum when it gets too close.

  • You won't be using the platform behavior for the flip. Disable it and reenable once the player is flipped. You can create smooth motion using this: https://www.scirra.com/tutorials/378/cr ... -with-lerp. You might also do some funny things with the height of the player's sprite to make it look better. The position you are trying to move the player toward is Platform.Y - <Player's Height>. You probably don't want to change the player's X.

    If you just want to move the player without getting fancy, sprite has a Set Position action.

  • Well, you said [quote:1nbdyw6d]reloading should begin after 2 secs from stop shooting

    so I think 2 seconds would be a good starting point. You might add in a little extra time, to be sure that the target has been lost.

  • Perhaps you could use a timer? Whenever you shoot, reset the timer. If the timer ever finishes, that means that you have stopped shooting.

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bladedpenguin

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