EpicRaid's Recent Forum Activity

  • Nice game. You could improve a few things perhaps? Like show in text what the upgrades *do*?

    Also there's no 'go back to main menu' and can't remember if there was a tutoria/brief explanation (since I can't go back to main menu). Also resetting/starting a new game would be nice.

    Also I started with 6000 E. Not sure if intended but was able to immediately buy the most expensive car.

    I would also think using real car names should be avoided.

    Here's a list of publishers: (subscribe to show, not my site) https://www.truevalhalla.com/blog/list-of-html5-game-publishers-sponsors

    Other than that a nice game!

  • Thanks man! That works great. You know your way around Construct 2. And thanks for that tip. I wasn't sure when to use so I guess I overdid using the trigger once.

    • R
  • Hello,

    I downloaded the new version r246 a couple of hours ago and when I imported sounds and exported a project AVG anti virus started checking some files of Construct 2. This never happened to me before. Now I would just let it run and for the sound import it was all fine except when exporting to html5 website it got stuck scanning. So I had to go into task manager to close and restart Construct 2. I exported again and all is fine now though, but just a heads up.

    • R
  • Thanks for your help! Yeah only I was trying to have the planet rotate in the opposite direction of the rocket. Right now the planet rotates along with the rocket, rather than the opposite direction. Basically, there's an enemy base on the opposite side of the planet which you need to try to hit. I'm thinking the planet needs to rotate a few degrees extra though, in the opposite direction else you would only see the enemy base half it's size (in my idea I cut off the screen exactly half at the planet so you only see half of it all the time).

    Oh, and the planet immediately flips right around the time you launch. Not sure if you confused it with what I was trying to achieve.

    Thanks

  • No problem.

    You are very helpful. No I forgot to activate the 'extras' group, haha. The idea I had for this game was to play as a police car arresting bad guys. You'd have to drive through the traffic, avoiding cars and pedestrians while being in time to catch the criminals.

    To be honest with you though, I left the project/idea for what it was as it took some time before someone came with a solution for the traffic + I once again had a too large project scope! I always have loads of ideas that I want to implement and the scope of the game becomes too big. I pretty much finished the map, and a handful of cars and the pedestrians (all top down).

    Looking at the code from your example it might take some time for me to understand it all. I do want to get better at programming but I think I'll need to start making games that are less complicated and go from there.

    Oh yeah, I also had issues with the car movement (for the player controlled car) I just couldn't figure out how to program it so it would steer normally at higher speeds and it the car would always drive really fast backwards, simulating car behavior is tricky. So yeah lots of reasons for me to start with something else, something smaller.

  • Hey tarek2, thanks so much! That traffic is actually pretty darn well done. The only thing left to improve could be to stop the cars from driving in 'pairs' since at one time, they'll end up waiting for eachother when giving way and they drive in pairs forever. Probably the issue is the wrap behavior, because it causes the two cars (pair) to continue as they were after having to give way.

    Did you originally create this capx one time for yourself?

    It might take some time for me to figure out how it's all done though, lol, I guess I'm still a beginner.

    Anyway, thanks again!!

  • Hello, I was wondering if it's possible to do this. I have an object which flies around a round planet, but I want the planet to go into the opposite direction relative to the object. The object is controlled by touch. So what I have is: Every tick > 'Planet' set angle toward Object.X, Object.Y. Now how can I make the Planet go the other way around relative to the Object?

    I've also got one more issue. When the Object is destroyed, the planet automatically returns to its original position. I don't know why it does that but it's nice. Now the issue is that it somehow it 'jumps' to around 225 degrees then jumps to its original position of 270 degrees again (sprite handle facing upwards). Any idea why it does that? I've got some pinned objects to the planet as well and they ofcourse also 'jump' so it looks kinda weird.

    Sample of what I have now: http://mediaconceptfactory.com/images/TestRocket.capx

  • Thanks, I will take a look as soon as I got some other issues solved for another game!!

  • donald Cela

    I'm also trying to make something similar. I originally used the code from the piggy shoot template, but wanted a swipe up instead.

    But I'm stuck at step 4 of your explanation. What do you mean y force vector? Perhaps you could enlighten us with a more code-shown explanation?

    Thanks!

  • Hello,

    Well I'm trying to make the car move to the lane, rather than just teleport to it. Preferably in 5 px 'steps' as described in my original post.

    Thanks.

  • Hiya,

    So I'm trying to make a car move between 3 lanes. One of the things I don't understand is why there is no 'move object to position' command, or is there?

    See, I want the car to maintain its angle (say 0 degrees). Then when pressed up, move to the lane 1. Move down, move to lane 2. If in lane 3, the player can go up or hit the dirt and crashes (movement stops when hitting a barrier, set frame to 1). When in lane 1, go up and crash or move down to lane 2.

    Now initially I wanted some retro effect that moves the object in 5 pixels steps, 90 pixels distance between each lane. So if you press up, the car would could go up in steps of 5 pixels, travelling 90 pixels to the top lane.

    Now I came across a bunch of things while doing this myself. I'm still a bit of a n00b. I searched the forums but couldn't find any answers.

    I fiddled with it myself but I guess I still need to learn a lot I guess as I got a lot of unexpected results. For example, with this code (which is probbaly crappy and improvised) if I pressed up or down it would always move down.

    Thanks for any replies.

    • R
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  • Thanks 99Instances2Go.

    I was wondering though, why that change was needed. I mean like the difference between what I initially had and you implemented?

    One can always learn more. Thanks!

EpicRaid's avatar

EpicRaid

Member since 13 Feb, 2015

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