Mipey's Recent Forum Activity

  • That's Ashley's domain, I believe.

  • Here is an example!

    Basically, you can keep the effects to their ship and relative position with private variables.

  • Use image points, you can have more than one and you can name them too

    I'd go with "engine1" and "engine2", then spawn the two sprites at appropriate image points of the ship sprite.

  • I just edited my earlier post, I'll repeat it though... "Load" and "Autoplay from resource" only work for .wav files, so if you want to use sound effects, you want to convert ogg to wav.

    Playing ogg as music works fine, though.

  • You are using the Application runtime, you should be using DirectX9 runtime for game and such, probably audio too... I'm not sure what you want to come up with. Most plugins are made for DirectX9 runtime. But I don't think this is related to your problem.

    The problem is that "Load from resource" and "autoplay from resource" only works for .wav files. You can play your .ogg as music, but if you want sound effects, convert them to .wav first.

  • Yes...

  • Yeah, I appreciate the good graphics, especially after the many hours of failure yesterday. I happen to be in need of a human doll, 3/4 perspective, with separate limbs/body parts for use with bone movement animations. Needn't be fancy, just realistic proportions would do.

    Somehow I suspect such a skeleton would be used a lot... Well, just a suggestion.

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  • Lookin' slick! That's some smooth graphics, nice on the eye. Set to make a name of yourself?

  • I don't get what you mean, but if you are using physics (which I assume, as you speak of adding force), you would want to use "Set force toward position" and use MouseX & MouseY coordinates.

    Edit:

    Okay, let me see if I got it right...

    1. Shoot a bullet

    2. Bullet collides with box and applies force to it

    3. Box reacts to the force

    In that case, you want an on collision event with "set force" action on box:

    X component = ForceAmount*cos(AngleBetweenBulletandBox)

    Y component = ForceAmount*sin(AngleBetweenBulletandBox)

    ForceAmount could be the bullet's X or Y component of the speed.

  • "Sorry, we're upgrading." Is all we get from your link.

  • Quite helpful, aren't we?

  • "Key pressed" only triggers once when you press the key.

    "Key is down" is true as long as you hold the key.

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Mipey

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