R0J0hound's Recent Forum Activity

  • Probably to get the angle of the right stick it would be:

    angle(0,0,gampad.axis(0,2),gamepad.axis(0,3))

  • I do believe someone made a capx of such a movement. There's also a behavior someone made. If you opt to use events the way to do it is with detector sprites. Basically you place one at the left-bottom of the player and one at right-bottom. Then using a loop move them down till they hit the ground. The angle between the two detectors would be the angle of the ground.

    After that you'd do the motion. It's simple enough even without behaviors, but I don't have time to explain it.

    There's also a website you could probably Google that explains the actual sonic the hedgehog physics in detail. Could be useful.

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  • If you're using uids you could do this:

    on seed destroy

    pick hole with uid seed.hole

    --- fill hole

    But this would probably be simpler:

    +---------------------------------------+
    | start of layout                       | seed: destroy
    |                                       | hole: destroy
    |                                       | flower: destroy
    +---------------------------------------+
    +---------------------------------------+
    | start of layout                       | create hole at (random(640),random(480))
    | repeat 10 times                       | create seed at (random(640),random(480))
    |                                       | seed: set targetHole to hole.uid
    |                                       | seed: set angle toward (hole.x,hole.y)
    +---------------------------------------+
    +---------------------------------------+
    | seed: collides with kite              | seed: bounce off kite
    |                                       | wait 1 second
    |                                       | seed: destroy
    +---------------------------------------+
        +-----------------------------------+
        | hole: pick by uid seed.targetHole | hole: fill
        +-----------------------------------+
    +---------------------------------------+
    | seed: collides with hole              | seed: destroy
    | seed: targetHole = hole.uid           | create flower at (hole.x, hole.y)
    +---------------------------------------+[/code:1rfby4yt]
  • MarkeGamer

    Perhaps use a larger force?

  • bloodshot

    It's not a glitch or bug, the plugin doesn't have imagepoints. I probably won't be adding them, but you could put an invisible sprite on top of it.

  • Guyon

    You don't need to use this to do that. And in fact this only saves png as I recall.

    You can do it with vanilla c2. Add a Sprite and you can load a frame from URL. Then put the text on top like you want. Next you can you c2's snapshot action to capture it. Just set the viewport size to the image size you want to capture and scroll to the center of the location you want to capture.

    Basically:

    On click

    --- set viewport size to 128x256

    --- scroll to sprite

    --- snapshot canvas as jpeg

    On snapshot

    --- browser: invoke download snapshoturl

    You might need to add a wait 0 in there to get the view to update before capturing.

  • You'd have to see what you could change with system actions. Maybe changing the view size might do that, but you'd probably have to change the zoom to compensate so things appear the same size to the player. The question is would that affect the performance at all.

  • If you added such an option to your game, it'd be up to you to change what it does. Graphically I guess you could make less particles be used, or less objects on screen. Another would be to disable effects.

  • When an object has an effect you can change the parameters with events. You should be able to find the action that does that under that object. You change each color component separately. So for example if you want the color to change as soon as the game starts, and take 4 seconds, do this:

    every tick

    --- set red to lerp(255, 0, min(1, time/4))

    --- set green to lerp(255, 0, min(1, time/4))

    --- set blue to lerp(255, 0, min(1, time/4))

  • You may be able to screen capture it or paste each frame into the canvas object so you can save it as an animation.

  • You could probably get that effect by using a couple particle effects.

  • If you don't use an array you still will be using the concept of an array or grid. I've made tetris twice and didn't actually use an array.