kirby's Recent Forum Activity

  • That must mean I can sleep tonight. Yay!

  • My bad, I should have said that the number of shoots could vary and I'm shooting them from different image points, so that's why I was trying to use a loop...

    Anyway, checking for the points worked as Ashley said, so thank you very much!

    Can you explain me why the wait inside the loop freezes the game?

  • Trying to shoot multiple shots with one press of the button, spaced.

    I have another action that doesn't let me 'shot' more than once per second, so let's say I press the button two seconds in a row, I would want, at these times:

    0.0 shot 1

    0.1 shot 2

    0.2 shot 3

    1.0 shot 1

    1.1 shot 2

    1.2 shot 3

  • I'm trying to make an object shoot other objects when the player presses a button, but the shoots should be delayed by 0.1 seconds.

    I tried 'repeat' with 'every 0.1 seconds', but it just shoots once.

    I tried 'repeat' with 'wait', but it just freezes the game after I press the key.

    I tried substituting 'repeat' with a 'for', and it does the same in both scenarios.

    I tried to assign a variable with an 'every 0.1 seconds', but it just shoots once.

    I would post the capx but it's a mess, so if you really need me, I'll try to recreate the problem in a new one (I hope that's not necessary).

    Thanks in advance!

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  • It works XP SP3, with an Intel g41 Express Chipset.

    I'm updating the driver even when it says it's ok (because it's almost two years old xD).

    I think it will be very useful to be able to copy-paste the results of the test, so you can copy the name of the graphics card when you search for it at the website.

    My girlfriend's lap acts slow with my game, so we're going to try it now there. I'll come back with more results.

    Edit:

    It didn't detect an Intel GMA 4500MHD, not even after the driver update. updating fixed the slowness, though.

  • Thank you very much! It works now!

    You'll be in the credits of every game for the contest, it appears xD

  • It doesn't work because if the layer is not rotated (i.e. layerangle = 0), its sine = 0, so y = cy.

    :<

  • Then it looks like a bug. I'll confirm it tomorrow.

  • Note if WebGL is enabled in project properties, due to technical limitations all Text objects appear on top of everything else in the game. For example, Sprites cannot be displayed on top of Text objects when WebGL is on, because the text is rendered to an overlay above the game. It is recommended to design your game so it is not necessary for other objects to appear on top of text objects, since turning off WebGL can reduce performance.from here: http://www.scirra.com/manual/116/text

  • I had this problem and reported it here: http://www.scirra.com/forum/topic48644.html.

    Ashley said it was repaired in this release (79.4), but as I did a workaround to make it work, I haven't tried it. Are you using 79.4?

  • I never figured out trigonometry enough to solve this little problem I have.

    As you may know, when a layer rotates in construct, it rotates with its axis included, so the coordinates move with it, something like this:

    <img src="http://img707.imageshack.us/img707/5083/001sng.png" border="0" />

    <img src="http://img26.imageshack.us/img26/8682/002bcp.png" border="0" />

    Now, I need a formula that, knowing the angle of rotation of the layer, tells me the visual position of a point (in the example, I would want (0,y) instead of (x,y)).

    Any help would be greatly appreciated n__n!

    Edit: note that the point can move freely. So I need to know the absolute position of the point of its relative position in the rotated layer.

  • If I remember correctly, teleporting a physical object causes it to travel the distance in one tick, which makes it unstable to calculate.

    I suppose you can create a new ball in the opposite X or Y of the screen and give that ball a velocity of the ball that left the screen, then destroy the other one.

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kirby

Member since 23 Jan, 2011

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