EpicRaid's Recent Forum Activity

  • yes I always hear this from the construct team...goto google: site: construct.net/forums xyz ...which honestly is such a blow-off response.

    As far as I'm concerned the website is part of the $99 per year we are all paying for...being able to find information fast.

    I do have to admit I agree partly with you. In any case, was just trying to help.

    Must say I have always found the official 'manual' (of C2 in any case) severely lacking. It describes the bare basics of everything, but there are hardly any examples to be found. I suppose this could be due to the fact that examples can't be tailored to everyone's needs.

    But it has certainly forced me to open new topics on the forums, and that waiting, or should I say, hoping for a reply can be a not so fun experience. I mean, you stumble across a problem and want to solve it preferably before the days end so you can move on with your project.

    Fortunately there are many helpful people here on the forums, who basically help for free. But your argument has made me think just now; should it be the community to carry the burden of customer service?

    Ofcourse, without a thriving community, when the manual would be lacking, the forums can be really helpful. Although I don't feel the manual should be lacking in the first place.

    I'm still using C2, and I will probably need to upgrade sometime in the next years, I surely hope they will improve on this. Especially with a recurring subscription, which is basically like a prison ball and chains around your ankle, because you know you can't escape from C3 sooner or later.

    Oh, where I was going is, with that recurring income I find it unlikely that a decent manual and improved service will be out of the question.

  • It looks nice, don't quite understand the game yet to be honest. It looks whacky though, in a good way. I wonder who your target audience is? My guess is kids. But I don't find the gameplay intuitive judging from the trailers. Or is it supposed to be that way, that you need to figure out things? There are no clues as to what things do.

    What platform is this going to be on by the way? Desktop/Android/iOS?

    Anyway, the graphics are nice, but overall I personally dislike the pastel colors. I would go for bright colors instead, it would not only look better but actually appeal more to kids, well, if that is your audience. But that could just be me, I find the current colors appeal more to toddlers and younger.

    In any case, I doubt this will change your mind since you are probably far into development.

    I do find the whackyness a big plus. You just jump into a machine and it'll do something crazy!

    Good luck with your game!

  • Hey,

    I too find the forum search terrible. That's why I use Google instead. I just Google for example "Construct 2 key bindings". If the results get irrelevant on the results page, click 'More results from construct.net' below the small list of relevant results from construct.net.

    And if that doesn't do it.. you can always open a new topic here on the forum.

  • Hiya,

    Thanks man! That works great and it's so simple.

    One thing that happened to me, was that when I changed the starting angle of the Car to anything but 90 or 180 degrees the Car would 'jump' to either 90 or 180 degrees angle and start rotating towards the first waypoint from there.

    Fortunately I was able to 'fix' it by putting the Every tick line below the Space bar key down line.

    Not sure why it works like that but it does.

    Anyway another medal for your help!

  • dop2000 Basically I'm trying to get the PlayerCar to follow a simple route to the end of the level.

    Currently I'm using pathfinding but it doesn't work as expected. I just want the PlayerCar to follow a line/route. I could use the MoveTo behavior plugin or something similar like manually programmed but then it won't take a smooth turn, instead it abrubtly changes its angle.

    Is there any simple way to make a sprite follow a route with the on Touch GasPedal 'system' you posted? And that it will take corners smoothly?

  • Try this:

    > Is touching GasPedal
    	Set pathfinding max speed to min(Self.Pathfinding.MaxSpeed+4, 200)
    
    Else
    	Set pathfinding max speed to max(Self.Pathfinding.MaxSpeed-4, 0)
    

    Ah yes cool that works! Thanks!

  • Hiya!

    Thanks. I inserted the code, but upon game start, the PlayerCar moves a bit forward, stops, and isn't responsive to touching the GasPedal?

    Also, what does 'min' and '1.05' mean? 200 is the max speed?

    Thanks.

  • Hello,

    I've got a simple setup here; I move the PlayerCar object when the right Pedal is touched.

    Now unfortunately there aren't any 'Decelerate' or 'Accelerate' actions?

    So right now it abrubtly halts and moves. I'd like it to decelerate when GasPedal isn't touched, and accelerate to its MaxSpeed when it is touched.

    I'm sure there's a simple solution for this, I just couldn't find it.

    Thanks!

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  • Hello AllanR,

    Thanks for your response.

    But I actually already know how to do all that.. I just want the game to auto-detect if I'm on desktop, and adjust the game's width and height to a fixed size. Simply to make sure it doesn't fill up the whole screen.

    So when the game is accessed on PC, it'll load mysite.com/Game, same URL for mobile. Thing is, like I mentioned, it'll eat up all the space on PC, while that's when I want fixed dimensions. Because on big screens it'll be all blurry!

    Hence I'm asking if there's any way to have the game to detect on which platform you are, without having two versions of the game (due to different export settings) but apparently there aren't any actions available to set the game's dimensions?

    Any ideas?

  • Anyone? Sorry for the bump.

  • Hi,

    Did you mean 'Set Fullscreen Scaling'? Because that only let's you choose between low and high quality.

    I think I checked all actions, I don't see any actions that I need.

    Or is that action you suggested only available in C3.

    Thanks again.

  • Hello,

    Well I already know how to make it responsive across devices, I just want to scale it to a specific fixed size on desktop, using only one export.

    Say I use Scale Outer, and want the game to scale to 540x960 pixels on desktop only. Basically mimmicking Full Screen in Browser: 'Off' setting.

    I saw the; Is on Platform > HTML5 Website > Set Canvas Size, but that doesn't seem to work. Probably because Scale Outer is still applied.

    Thanks.

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EpicRaid

Member since 13 Feb, 2015

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