SoldjahBoy's Recent Forum Activity

  • You can add the "persit" behaviour to them, and have all of that UI stuff on a separate layout which is set to global.

    This means you just have to create a layer on your game layout(s) named the same as your UI layout. Any events you use to change things like chat menu or whatever, it will be on every layout that you use the global layout as a layer.

    ~Sol

  • Either/or I guess it depends on the effect you're looking to achieve. Impulse might be a better choice for this particular use.

    ~Sol

  • I'm not sure I follow what you mean.

    I couldn't move the player outside of the viewport, even in the example you provided. It would stop at the edge.

    I assumed it was some issue related specifically when using "touch" on a mobile - and that it was working as expected on the browser preview while using mouse.

    Can you post a screenshot or gif animation of what you're referring to?

    ~Sol

  • That's a pretty cool idea for a game, nicely made so far as well

    I think my example should do the trick for you. I was playing with mouse though, not sure if the player is supposed to appear so far away from the mouse cursor position or not - but I found it a little disorienting to control because of the offset to the cursor. The powerup collection and the effects are nice though. It has a nice feel even when using the mouse. I had to shew my browser into a funny shape though to get everything in screen - I didn't check what scaling method you're using but it's definitely not computer friendly lol.

    The example I made will work for moving the player in any way (mouse, 8 direction, physics, etc) yet still keeping within the defined bounds (the minimum you can use is like 1, or maybe something as long as it's greater than 0).

    ~Sol

  • OK sounds great

    It might not be the BEST solution, but it might work around the problem for now at least (if it works)!

    ~Sol

  • You should be able to apply a force on any physics object in the direction of the mouse cursor or touch location.

    [Click mouse]

    --- Player.Physics apply force 1000 towards Mouse.X Mouse.Y

    Then you can have gravity naturally applied with the physics behaviour, as well as collision with other surfaces/objects.

    *EDIT*

    EXAMPLE

    ~Sol

  • Yes I forgot about the timer behaviour... I never use it, and I probably should start actually using it, lol. Much easier than doing manual timers for a lot of stuff.

    Great work

    ~Sol

  • You have plugins installed that I don't use

    Can you remove the plugin or does it affect what your issue is? It usually best to provide a plugin-free capx for troubleshooting or a minimal recreation of the issue if removing plugins isn't really possible.

    ~Sol

  • You need to save it as a single file, not as a project folder. Then you can link in dropbox like you did before, but to the file only

    Like this EXAMPLE capx that I made which bounds the player to a definable area on the viewport. You can adjust the bounds as you wish - and can even set them to an expression if you want (like [player.width/2] for example).

    ~Sol

  • Your link leads me to the project folder - but there is no capx file there (only a backup).

    I'm going to suggest though without looking at it, that you can bound the player to viewport (at any size or shape) by using the method I mentioned above. I have done this for my camera object on a layout that is unbounded scrolling.

    [If player.X is less than viewportleft("layer") + (player.width/2)]

    --- Player.X set X to viewportleft("layer") + (player.width/2)

    Do this for each side of the viewport (top, bottom, right) and your character player won't be able to leave the view, but enemies are free to move around the entire layout still.

    ~Sol

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  • The fps looks respectable on devices less than 3-4 years old... that's not bad really.

    Still you don't mention about the resolution you are using for sprites and things like that. A handful HD graphics will perform a lot worse than thousnads of lo-fi "simple" graphics.

    ~Sol

  • I'll take a look... so you want to bound the player to the viewport, but not the enemy? Is that correct?

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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