linkman2004's Recent Forum Activity

  • If the enemy is to the right of the player, then it's closer to player.x + 50, to the left it's closer to player.X - 50, so the following -- which uses a conditional expression -- gets you the desired X coordinate:

    enemy.X < player.X ? (player.X - 50) : (player.X + 50)[/code:3ly2dk1z]
  • The editor draws things somewhat differently from what you actually see in the browser. If you preview the game, you likely won't see any line.

  • Is this because you've noticed stuttering, or have you actually measured a framerate difference? I couldn't reproduce this happening, with setting the global timescale and the object timescale yielding no difference.

  • Save your game as a project instead of a single file(capx). This will store all of the C2 project files -- including the ones you import -- in a folder hierarchy, so you can then directly modify your imported files without having to reimport them. Here's a manual entry with some info you may find useful.

  • I quick look through the manual entry for the Tilemap object should answer your questions. At the very least, it will tell you what each of the actions you've mentioned do.

  • From the Gamepad manual entry:

    [quote:3immz1dq]The Playstation 3 controller does not typically work without installing third party drivers since it is not officially supported. For this reason it is recommended to test with Google Chrome on Windows with an XBox 360 controller, and always support an alternative input method such as Keyboard input.

    So you can get it to work, but it doesn't necessarily work out of the box like the Xbox 360 controller.

  • As far as I'm aware, so long as you've purchased a license you don't need to leave any Construct 2 branding in your games.

  • Moved to Distribution and Publishing.

  • There is a built in expression to do this, called mid(). For example, mid("a string", 2, 3) returns "str". Refer to the system expression manual page for other useful expressions.

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  • For purposes of speed, collision detection between two objects generally terminates once a single point of intersection has been found. Since you can't guarantee that the first detected point was the only point of collision -- or even representative of the average -- the locality of this point is of little use.

    Really, you'll have to handle this on a case by case basis. It's easier to approximate a reasonable point of collision between simple shapes than complex ones, and different mathematical models will be useful for different combinations of shapes.

    In the case of a ball hitting a wall, you can use the radius of the ball and its angle of motion to approximate the point of collision using some basic trigonometry.

  • Give your ground the physics behavior but have it set as immovable in the behavior properties.

  • You retain all rights to your games, and you don't have to pay royalties. The only stipulation is that once you've made $5000 from games made with a personal license, you must upgrade to a business license.

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linkman2004

Member since 15 Jan, 2008

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