Yann's Recent Forum Activity

  • redownload my capx above and compare the differencies, you should see, it's obvious.

    (clue : in my explanation I did say "change something" not "add something")

  • Challenge accepted :D

    <img src="http://dl.dropbox.com/u/23551572/speed/2011-12-22-tastybytes.png" border="0" />

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  • As you describe it I don't see any ways to do this. But it would help if you describe the gameplay you want to implement.

    'Cause maybe you don't see the problem at the right angle (:

    Even if you're just asking for a basic low level functionnality it helps to see the whole picture.

  • you want to do the looping thing?

    I think it might be either an animation on the sprite itself, or an automatic rotation (once launched it will play until a certain angle)

    For the first option it's juste sprite animation so let's go to the second one

    Make an instance variable for the player object called "looping" with default false

    and for events :

    System: a < -80
    Mouse: [invert] Left button is down
        -> Player: set looping to true
    Player: is looping
        -> System: substract 80*dt from a
    System: a < -275
        -> System: set a to 85
        -> Player: set looping to false

    It's all based on the capx I provided.

    However you have to change something to shutdown the classic angle calculation ([invert] mouse down -> add rotationSpeed*dt)

    Basically it would look like :

    Player: [invert] is looping
        Mouse: [invert] Left button is down
            -> set a to max(a-rotationSpeed*dt,-aMax)
        Mouse: Left button is down
            -> set a to min(a+rotationSpeed*dt,aMax)

    I won't insure you that it will work 'cause I didn't test and I wrote all that from memory.

    Well redownload the capx I updated it with all this sh*t, 'cause the values weren't right (rotation too slow, angle limit too high etc)

  • yep do that for width and height

    and it's more targetWidth and targetHeight (or targetSize if they have the same Width and Height) because a scale is a ratio between the new scaled width and the original width (:

  • Global variable xDestination = what you want
    Global variable yDestination = what you want
    Player: on Collision with Item
        -> Item: spawn bubble
    system: every tick
        -> bubble: set X to lerp(self.x,xDestination,1-0.5^dt)
        -> bubble: set Y to lerp(self.y,yDestination,1-0.5^dt)

    Should work.

    If you want to spawn your bubbles on a HUD layer with different parallaxe values it's a bit different. Don't remember how to project coordinates through layers.

  • what kind of path? circular? linear? curved?

    and how do you define this path?

  • like that whaleRip.capx

  • best I can do verticalMovingPlatforms.capx

    few comments in the capx

  • Basically when you touch the screen the whale tilt up and goes higher, when you don't touch the screen he tilts and goes down.

    Other than that an autoscroll based on horizontal speed of the whale.

    There's nothing about friction, damping, you don't have environmental elements that influence the whale's movement (Except for the speed burst but it's just speed...) it's just all about simple orientation of speed vector. Maybe some secondary element does use physics, but the whale is definitely not physics driven.

    You can emulate the same kind of movement with a simple bullet behavior.

  • heartHUD.capx

    Comments in the capx

  • well I leave the details to those who handle them :D

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Yann

Member since 31 Dec, 2010

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