Kyatric's Recent Forum Activity

  • System action, System expression, System conditions.

    When you have the dialog to add an action (or create an event), the first object type available is named "System" and that's where you find system actions, conditions and expressions.

    Amongst which "Scroll to X".

    "ScrollX" is a system expression.

  • Bumping to bring a bit of attention.

    Currently the final round of vote is going on to determine the theme of the jam.

    I'm considering participating in the jam, hoping the theme will inspire me quickly.

  • You need to use delta time in your game.

    So Daggio's proposal is not completely true/safe.

    Here is a capx made in r218 using only events (and relying on the timer behavior for some aspects).

    The scrolling is horizontal (since you did not give precisions in your first post).

    Objects "Other" are spawned every 5 seconds, given a -25 speed that makes them move from the right to the left towards the "Main" object.

    Using the up and down arrows make the Main object move up and down, limited by the "Bound to layout" behavior.

    Using the right and left arrows change the "ModSpeed" variable value which is used to set the "Speed" of the background scrolling as well as the "speed" of the "Other" objects.

  • There is a system action :

    [quote:1o0zy1kg]Set minimum framerate

    Set the maximum delta-time (dt) value based on a framerate. The default minimum framerate is 30 FPS, meaning the maximum dt is 1 / 30 (= 33ms). If the framerate drops below 30 FPS, dt will still not exceed 1/30. This has the effect of the game going in to slow motion as it drops below the minimum framerate, rather than objects stepping further every frame to keep up the same real-world speed. This helps avoid skipped collisions due to stepping a very large distance every frame.

    You could try and mess with, although it likely won't get you the effect you are looking for.

    At worst, it can help you understand how the engine is coded on that level.

  • In this kind of cases, it is due to the fact that the object you are moving is not the weasel but its collision box.

    That's where the offset is coming from, pin actually do the positioning of the object after the events are read.

    To fix, the best would be to actually position the tail depending on an imagepoint on the collision box itself, not the animation/weasel.

    Or to have the weasel moving/being positioned manually every tick like the tail is.

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  • In the tutorials : How to use AdMobs and IAP official plugins on Android Crosswalk/Intel XDK.

    CocoonJS support has been officially dropped more than a year ago now.

  • Not sure this exact "feature" is accessible, but if you check the How do I FAQ you can see an item named "Firing a laser" that can help you along.

    Or at worst you can search for the keyword "laser" in the forums and see what you can come up with from the numerous topics on the subject.

  • Dragot: Post your capx, and perhaps even create your own topic.

    Showing your code is always critical as it helps recreating your issue quickly and knowing where we start from.

  • Don't add two cordova plugins, you only need one.

    If you want to use the one from cc.fovea, prefer using cc.fovea.cordova.purchase

    Always remember posting your code can get you quicker/more efficient answers as well.

  • Send a request with proof of ownership of the account to

  • IAP.hasproduct("NameOfProduct") is working as intended if you are building using the latest beta version (r218) and having added the appropriate cordova plugin as described in the tutorial.

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Kyatric

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